1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
19 #include <sys/types.h>
25 #include "libgame/libgame.h"
27 #include "conf_gfx.h" /* include auto-generated data structure definitions */
28 #include "conf_snd.h" /* include auto-generated data structure definitions */
29 #include "conf_mus.h" /* include auto-generated data structure definitions */
31 #define IMG_UNDEFINED (-1)
32 #define IMG_EMPTY IMG_EMPTY_SPACE
33 #define IMG_SP_EMPTY IMG_SP_EMPTY_SPACE
34 #define IMG_EXPLOSION IMG_DEFAULT_EXPLODING
35 #define IMG_CHAR_START IMG_CHAR_SPACE
36 #define IMG_CUSTOM_START IMG_CUSTOM_1
38 #define SND_UNDEFINED (-1)
39 #define MUS_UNDEFINED (-1)
46 #define MAX_BUF_XSIZE (SCR_FIELDX + 2)
47 #define MAX_BUF_YSIZE (SCR_FIELDY + 2)
48 #define MIN_LEV_FIELDX 3
49 #define MIN_LEV_FIELDY 3
50 #define STD_LEV_FIELDX 64
51 #define STD_LEV_FIELDY 32
52 #define MAX_LEV_FIELDX 128
53 #define MAX_LEV_FIELDY 128
55 #define SCREENX(a) ((a) - scroll_x)
56 #define SCREENY(a) ((a) - scroll_y)
57 #define LEVELX(a) ((a) + scroll_x)
58 #define LEVELY(a) ((a) + scroll_y)
59 #define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
60 #define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
61 #define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
63 /* values for configurable properties (custom elem's only, else pre-defined) */
65 #define EP_COLLECTIBLE_ONLY 1
66 #define EP_DONT_RUN_INTO 2
67 #define EP_DONT_COLLIDE_WITH 3
68 #define EP_DONT_TOUCH 4
69 #define EP_INDESTRUCTIBLE 5
71 #define EP_CAN_CHANGE 7
74 #define EP_CAN_SMASH_PLAYER 10
75 #define EP_CAN_SMASH_ENEMIES 11
76 #define EP_CAN_SMASH_EVERYTHING 12
77 #define EP_CAN_EXPLODE_BY_FIRE 13
78 #define EP_CAN_EXPLODE_SMASHED 14
79 #define EP_CAN_EXPLODE_IMPACT 15
80 #define EP_WALKABLE_OVER 16
81 #define EP_WALKABLE_INSIDE 17
82 #define EP_WALKABLE_UNDER 18
83 #define EP_PASSABLE_OVER 19
84 #define EP_PASSABLE_INSIDE 20
85 #define EP_PASSABLE_UNDER 21
86 #define EP_DROPPABLE 22
87 #define EP_CAN_EXPLODE_1X1 23
88 #define EP_PUSHABLE 24
89 #define EP_CAN_EXPLODE_CROSS 25
90 #define EP_PROTECTED 26
91 #define EP_CAN_MOVE_INTO_ACID 27
92 #define EP_THROWABLE 28
94 /* values for pre-defined properties */
96 #define EP_CAN_PASS_MAGIC_WALL 33
97 #define EP_SWITCHABLE 34
98 #define EP_BD_ELEMENT 35
99 #define EP_SP_ELEMENT 36
100 #define EP_SB_ELEMENT 37
102 #define EP_FOOD_DARK_YAMYAM 39
103 #define EP_FOOD_PENGUIN 40
104 #define EP_FOOD_PIG 41
105 #define EP_HISTORIC_WALL 42
106 #define EP_HISTORIC_SOLID 43
107 #define EP_CLASSIC_ENEMY 44
109 #define EP_BELT_ACTIVE 46
110 #define EP_BELT_SWITCH 47
112 #define EP_KEYGATE 49
113 #define EP_AMOEBOID 50
114 #define EP_AMOEBALIVE 51
115 #define EP_HAS_CONTENT 52
116 #define EP_CAN_TURN_EACH_MOVE 53
117 #define EP_CAN_GROW 54
118 #define EP_ACTIVE_BOMB 55
119 #define EP_INACTIVE 56
121 /* values for special configurable properties (depending on level settings) */
122 #define EP_EM_SLIPPERY_WALL 57
124 /* values for special graphics properties (no effect on game engine) */
125 #define EP_GFX_CRUMBLED 58
127 /* values for derived properties (determined from properties above) */
128 #define EP_ACCESSIBLE_OVER 59
129 #define EP_ACCESSIBLE_INSIDE 60
130 #define EP_ACCESSIBLE_UNDER 61
131 #define EP_WALKABLE 62
132 #define EP_PASSABLE 63
133 #define EP_ACCESSIBLE 64
134 #define EP_COLLECTIBLE 65
135 #define EP_SNAPPABLE 66
137 #define EP_SOLID_FOR_PUSHING 68
138 #define EP_DRAGONFIRE_PROOF 69
139 #define EP_EXPLOSION_PROOF 70
140 #define EP_CAN_SMASH 71
141 #define EP_CAN_EXPLODE 72
142 #define EP_CAN_EXPLODE_3X3 73
143 #define EP_SP_PORT 74
144 #define EP_CAN_EXPLODE_BY_DRAGONFIRE 75
145 #define EP_CAN_EXPLODE_BY_EXPLOSION 76
146 #define EP_COULD_MOVE_INTO_ACID 77
147 #define EP_MAYBE_DONT_COLLIDE_WITH 78
149 /* values for internal purpose only (level editor) */
150 #define EP_EXPLODE_RESULT 79
151 #define EP_WALK_TO_OBJECT 80
154 #define NUM_ELEMENT_PROPERTIES 82
156 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
157 #define EP_BITFIELD_BASE 0
159 #define EP_BITMASK_DEFAULT 0
161 #define PROPERTY_BIT(p) (1 << ((p) % 32))
162 #define PROPERTY_VAR(e,p) (Properties[e][(p) / 32])
163 #define HAS_PROPERTY(e,p) ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
164 #define SET_PROPERTY(e,p,v) ((v) ? \
165 (PROPERTY_VAR(e,p) |= PROPERTY_BIT(p)) : \
166 (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
169 /* values for change events for custom elements (stored in level file) */
171 #define CE_TOUCHED_BY_PLAYER 1
172 #define CE_PRESSED_BY_PLAYER 2
173 #define CE_PUSHED_BY_PLAYER 3
174 #define CE_DROPPED_BY_PLAYER 4
175 #define CE_HITTING_SOMETHING 5
178 #define CE_OTHER_IS_TOUCHING 8
179 #define CE_OTHER_IS_CHANGING 9
180 #define CE_OTHER_IS_EXPLODING 10
181 #define CE_OTHER_GETS_TOUCHED 11
182 #define CE_OTHER_GETS_PRESSED 12
183 #define CE_OTHER_GETS_PUSHED 13
184 #define CE_OTHER_GETS_COLLECTED 14
185 #define CE_OTHER_GETS_DROPPED 15
186 #define CE_BY_PLAYER_OBSOLETE 16 /* obsolete; now CE_BY_DIRECT_ACTION */
187 #define CE_BY_COLLISION_OBSOLETE 17 /* obsolete; now CE_BY_DIRECT_ACTION */
188 #define CE_BY_OTHER_ACTION 18 /* activates other element events */
189 #define CE_BY_DIRECT_ACTION 19 /* activates direct element events */
190 #define CE_OTHER_GETS_DIGGED 20
191 #define CE_ENTERED_BY_PLAYER 21
192 #define CE_LEFT_BY_PLAYER 22
193 #define CE_OTHER_GETS_ENTERED 23
194 #define CE_OTHER_GETS_LEFT 24
195 #define CE_SWITCHED 25
196 #define CE_OTHER_IS_SWITCHING 26
197 #define CE_HIT_BY_SOMETHING 27
198 #define CE_OTHER_IS_HITTING 28
199 #define CE_OTHER_GETS_HIT 29
200 #define CE_BLOCKED 30
202 #define NUM_CHANGE_EVENTS 31
204 #define CE_BITMASK_DEFAULT 0
206 #define CH_EVENT_BIT(c) (1 << (c))
207 #define CH_EVENT_VAR(e) (element_info[e].change->events)
208 #define CH_ANY_EVENT_VAR(e) (element_info[e].change_events)
210 #define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
211 (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
212 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
213 (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
214 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
216 (CH_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \
217 (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
219 /* values for change side for custom elements */
220 #define CH_SIDE_NONE MV_NO_MOVING
221 #define CH_SIDE_LEFT MV_LEFT
222 #define CH_SIDE_RIGHT MV_RIGHT
223 #define CH_SIDE_TOP MV_UP
224 #define CH_SIDE_BOTTOM MV_DOWN
225 #define CH_SIDE_LEFT_RIGHT MV_HORIZONTAL
226 #define CH_SIDE_TOP_BOTTOM MV_VERTICAL
227 #define CH_SIDE_ANY MV_ANY_DIRECTION
229 /* values for change player for custom elements */
230 #define CH_PLAYER_NONE 0
231 #define CH_PLAYER_1 (1 << 0)
232 #define CH_PLAYER_2 (1 << 1)
233 #define CH_PLAYER_3 (1 << 2)
234 #define CH_PLAYER_4 (1 << 3)
235 #define CH_PLAYER_ANY (CH_PLAYER_1 | CH_PLAYER_2 | CH_PLAYER_3 | \
238 /* values for change page for custom elements */
239 #define CH_PAGE_ANY_FILE (0xff)
240 #define CH_PAGE_ANY (0xffffffff)
242 /* values for change power for custom elements */
243 #define CP_WHEN_EMPTY 0
244 #define CP_WHEN_DIGGABLE 1
245 #define CP_WHEN_DESTRUCTIBLE 2
246 #define CP_WHEN_COLLECTIBLE 3
247 #define CP_WHEN_REMOVABLE 4
249 /* values for custom move patterns (bits 0 - 3: basic move directions) */
250 #define MV_BIT_TOWARDS_PLAYER 4
251 #define MV_BIT_AWAY_FROM_PLAYER 5
252 #define MV_BIT_ALONG_LEFT_SIDE 6
253 #define MV_BIT_ALONG_RIGHT_SIDE 7
254 #define MV_BIT_TURNING_LEFT 8
255 #define MV_BIT_TURNING_RIGHT 9
256 #define MV_BIT_WHEN_PUSHED 10
257 #define MV_BIT_MAZE_RUNNER 11
258 #define MV_BIT_MAZE_HUNTER 12
259 #define MV_BIT_WHEN_DROPPED 13
260 #define MV_BIT_TURNING_LEFT_RIGHT 14
261 #define MV_BIT_TURNING_RIGHT_LEFT 15
262 #define MV_BIT_TURNING_RANDOM 16
264 /* values for custom move patterns */
265 #define MV_HORIZONTAL (MV_LEFT | MV_RIGHT)
266 #define MV_VERTICAL (MV_UP | MV_DOWN)
267 #define MV_ALL_DIRECTIONS (MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN)
268 #define MV_ANY_DIRECTION (MV_ALL_DIRECTIONS)
269 #define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER)
270 #define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER)
271 #define MV_ALONG_LEFT_SIDE (1 << MV_BIT_ALONG_LEFT_SIDE)
272 #define MV_ALONG_RIGHT_SIDE (1 << MV_BIT_ALONG_RIGHT_SIDE)
273 #define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT)
274 #define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT)
275 #define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED)
276 #define MV_MAZE_RUNNER (1 << MV_BIT_MAZE_RUNNER)
277 #define MV_MAZE_HUNTER (1 << MV_BIT_MAZE_HUNTER)
278 #define MV_MAZE_RUNNER_STYLE (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
279 #define MV_WHEN_DROPPED (1 << MV_BIT_WHEN_DROPPED)
280 #define MV_TURNING_LEFT_RIGHT (1 << MV_BIT_TURNING_LEFT_RIGHT)
281 #define MV_TURNING_RIGHT_LEFT (1 << MV_BIT_TURNING_RIGHT_LEFT)
282 #define MV_TURNING_RANDOM (1 << MV_BIT_TURNING_RANDOM)
284 /* values for initial move direction (bits 0 - 3: basic move directions) */
285 #define MV_START_BIT_PREVIOUS 4
287 /* values for initial move direction */
288 #define MV_START_AUTOMATIC (MV_NO_MOVING)
289 #define MV_START_LEFT (MV_LEFT)
290 #define MV_START_RIGHT (MV_RIGHT)
291 #define MV_START_UP (MV_UP)
292 #define MV_START_DOWN (MV_DOWN)
293 #define MV_START_RANDOM (MV_ALL_DIRECTIONS)
294 #define MV_START_PREVIOUS (1 << MV_START_BIT_PREVIOUS)
296 /* values for elements left behind by custom elements */
297 #define LEAVE_TYPE_UNLIMITED 0
298 #define LEAVE_TYPE_LIMITED 1
300 /* values for slippery property for custom elements */
301 #define SLIPPERY_ANY_RANDOM 0
302 #define SLIPPERY_ANY_LEFT_RIGHT 1
303 #define SLIPPERY_ANY_RIGHT_LEFT 2
304 #define SLIPPERY_ONLY_LEFT 3
305 #define SLIPPERY_ONLY_RIGHT 4
307 /* macros for configurable properties */
308 #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
309 #define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
310 #define DONT_RUN_INTO(e) HAS_PROPERTY(e, EP_DONT_RUN_INTO)
311 #define DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
312 #define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
313 #define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
314 #define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
315 #define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
316 #define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
317 #define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
318 #define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
319 #define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
320 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
321 #define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
322 #define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
323 #define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
324 #define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
325 #define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
326 #define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
327 #define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
328 #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
329 #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
330 #define IS_DROPPABLE(e) HAS_PROPERTY(e, EP_DROPPABLE)
331 #define CAN_EXPLODE_1X1(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_1X1)
332 #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
333 #define CAN_EXPLODE_CROSS(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_CROSS)
334 #define IS_PROTECTED(e) HAS_PROPERTY(e, EP_PROTECTED)
335 #define CAN_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
336 #define IS_THROWABLE(e) HAS_PROPERTY(e, EP_THROWABLE)
338 /* macros for special configurable properties */
339 #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
341 /* macros for special graphics properties */
342 #define GFX_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
344 /* macros for pre-defined properties */
345 #define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
346 #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
347 #define IS_SWITCHABLE(e) HAS_PROPERTY(e, EP_SWITCHABLE)
348 #define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
349 #define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
350 #define IS_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
351 #define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
352 #define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
353 #define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
354 #define IS_FOOD_PIG(e) HAS_PROPERTY(e, EP_FOOD_PIG)
355 #define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
356 #define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
357 #define IS_CLASSIC_ENEMY(e) HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
358 #define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
359 #define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
360 #define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
361 #define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
362 #define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
363 #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
364 #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
365 #define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT)
366 #define CAN_TURN_EACH_MOVE(e) HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE)
367 #define CAN_GROW(e) HAS_PROPERTY(e, EP_CAN_GROW)
368 #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
369 #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
371 /* macros for derived properties */
372 #define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
373 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
374 #define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
375 #define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
376 #define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
377 #define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
378 #define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
379 #define IS_SNAPPABLE(e) HAS_PROPERTY(e, EP_SNAPPABLE)
380 #define IS_WALL(e) HAS_PROPERTY(e, EP_WALL)
381 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
382 #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
383 #define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
384 #define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
385 #define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
386 #define CAN_EXPLODE_3X3(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_3X3)
387 #define IS_SP_PORT(e) HAS_PROPERTY(e, EP_SP_PORT)
388 #define CAN_EXPLODE_BY_DRAGONFIRE(e) \
389 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
390 #define CAN_EXPLODE_BY_EXPLOSION(e) \
391 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
392 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
393 #define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
395 /* special macros used in game engine */
396 #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
397 (e) <= EL_CUSTOM_END)
399 #define IS_GROUP_ELEMENT(e) ((e) >= EL_GROUP_START && \
402 #define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START && \
403 (e) <= EL_INTERNAL_CLIPBOARD_END)
405 #define IS_INTERNAL_ELEMENT(e) ((e) >= EL_INTERNAL_START && \
406 (e) <= EL_INTERNAL_END)
408 #define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \
409 (e) <= EL_ENVELOPE_4)
411 #define IS_GATE(e) ((e) >= EL_GATE_1 && \
414 #define IS_GATE_GRAY(e) ((e) >= EL_GATE_1_GRAY && \
415 (e) <= EL_GATE_4_GRAY)
417 #define IS_EM_GATE(e) ((e) >= EL_EM_GATE_1 && \
420 #define IS_EM_GATE_GRAY(e) ((e) >= EL_EM_GATE_1_GRAY && \
421 (e) <= EL_EM_GATE_4_GRAY)
423 #define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
424 element_info[e].gfx_element : e)
426 #define IS_PLAYER(x, y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
428 #define IS_FREE(x, y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
429 #define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
431 #define IS_MOVING(x,y) (MovPos[x][y] != 0)
432 #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
433 #define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED)
435 #define EL_CHANGED(e) ((e) == EL_ROCK ? EL_EMERALD : \
436 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
437 (e) == EL_EMERALD ? EL_DIAMOND : \
438 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
439 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
440 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
442 #define EL_CHANGED2(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
443 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
445 #define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
446 #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
447 #define TAPE_IS_EMPTY(x) ((x).length == 0)
448 #define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
450 #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
451 #define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
455 #define ENEMY_PROTECTED_FIELD(x,y) (IS_PROTECTED(Feld[x][y]) || \
456 IS_PROTECTED(Back[x][y]))
457 #define EXPLOSION_PROTECTED_FIELD(x,y) (IS_EXPLOSION_PROOF(Feld[x][y]))
458 #define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
459 ENEMY_PROTECTED_FIELD(x, y))
460 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
461 EXPLOSION_PROTECTED_FIELD(x, y))
465 #define PROTECTED_FIELD(x,y) (IS_ACCESSIBLE_INSIDE(Feld[x][y]) && \
466 IS_INDESTRUCTIBLE(Feld[x][y]))
467 #define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
468 PROTECTED_FIELD(x, y))
469 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
470 PROTECTED_FIELD(x, y))
473 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching && \
474 (p)->switch_x == (x) && (p)->switch_y == (y))
476 #define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
478 #define ANIM_FRAMES(g) (graphic_info[g].anim_frames)
479 #define ANIM_DELAY(g) (graphic_info[g].anim_delay)
480 #define ANIM_MODE(g) (graphic_info[g].anim_mode)
482 #define IS_ANIMATED(g) (ANIM_FRAMES(g) > 1)
483 #define IS_NEW_DELAY(f, g) ((f) % ANIM_DELAY(g) == 0)
484 #define IS_NEW_FRAME(f, g) (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
485 #define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0)
487 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
490 /* fundamental game speed values */
491 #define ONE_SECOND_DELAY 1000 /* delay value for one second */
492 #define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
493 #define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
494 #define FRAMES_PER_SECOND (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
495 #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
496 #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
498 /* boundaries of arrays etc. */
499 #define MAX_LEVEL_NAME_LEN 32
500 #define MAX_LEVEL_AUTHOR_LEN 32
501 #define MAX_ELEMENT_NAME_LEN 32
502 #define MAX_TAPELEN (1000 * FRAMES_PER_SECOND) /* max.time x fps */
503 #define MAX_SCORE_ENTRIES 100
504 #define MAX_NUM_AMOEBA 100
505 #define MAX_INVENTORY_SIZE 1000
508 #define NUM_BELT_PARTS 3
509 #define MIN_ENVELOPE_XSIZE 1
510 #define MIN_ENVELOPE_YSIZE 1
511 #define MAX_ENVELOPE_XSIZE 30
512 #define MAX_ENVELOPE_YSIZE 20
513 #define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
514 #define MIN_CHANGE_PAGES 1
515 #define MAX_CHANGE_PAGES 32
516 #define MIN_ELEMENTS_IN_GROUP 1
517 #define MAX_ELEMENTS_IN_GROUP 16
519 /* values for elements with content */
520 #define MIN_ELEMENT_CONTENTS 1
521 #define STD_ELEMENT_CONTENTS 4
522 #define MAX_ELEMENT_CONTENTS 8
524 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
526 /* often used screen positions */
529 #define REAL_SX (SX - 2)
530 #define REAL_SY (SY - 2)
539 #define MINI_TILEX (TILEX / 2)
540 #define MINI_TILEY (TILEY / 2)
541 #define MICRO_TILEX (TILEX / 8)
542 #define MICRO_TILEY (TILEY / 8)
543 #define MIDPOSX (SCR_FIELDX / 2)
544 #define MIDPOSY (SCR_FIELDY / 2)
545 #define SXSIZE (SCR_FIELDX * TILEX)
546 #define SYSIZE (SCR_FIELDY * TILEY)
547 #define FXSIZE ((SCR_FIELDX + 2) * TILEX)
548 #define FYSIZE ((SCR_FIELDY + 2) * TILEY)
551 #define VXSIZE DXSIZE
553 #define EXSIZE DXSIZE
554 #define EYSIZE (VYSIZE + 44)
555 #define FULL_SXSIZE (2 + SXSIZE + 2)
556 #define FULL_SYSIZE (2 + SYSIZE + 2)
557 #define MICROLEV_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
558 #define MICROLEV_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
559 #define MICROLEV_XPOS (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
560 #define MICROLEV_YPOS (SX + 12 * TILEY - MICRO_TILEY)
561 #define MICROLABEL_YPOS (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
564 /* score for elements */
568 #define SC_SPACESHIP 3
573 #define SC_DYNAMITE 8
575 #define SC_TIME_BONUS 10
576 #define SC_CRYSTAL 11
581 /* "real" level file elements */
582 #define EL_UNDEFINED -1
584 #define EL_EMPTY_SPACE 0
585 #define EL_EMPTY EL_EMPTY_SPACE
588 #define EL_WALL_SLIPPERY 3
590 #define EL_KEY_OBSOLETE 5 /* obsolete; now EL_KEY_1 */
592 #define EL_EXIT_CLOSED 7
593 #define EL_PLAYER_OBSOLETE 8 /* obsolete; now EL_PLAYER_1 */
595 #define EL_SPACESHIP 10
598 #define EL_STEELWALL 13
599 #define EL_DIAMOND 14
600 #define EL_AMOEBA_DEAD 15
601 #define EL_QUICKSAND_EMPTY 16
602 #define EL_QUICKSAND_FULL 17
603 #define EL_AMOEBA_DROP 18
605 #define EL_MAGIC_WALL 20
606 #define EL_SPEED_PILL 21
608 #define EL_AMOEBA_WET 23
609 #define EL_AMOEBA_DRY 24
611 #define EL_GAME_OF_LIFE 26
612 #define EL_BIOMAZE 27
613 #define EL_DYNAMITE_ACTIVE 28
614 #define EL_STONEBLOCK 29
615 #define EL_ROBOT_WHEEL 30
616 #define EL_ROBOT_WHEEL_ACTIVE 31
625 #define EL_GATE_1_GRAY 40
626 #define EL_GATE_2_GRAY 41
627 #define EL_GATE_3_GRAY 42
628 #define EL_GATE_4_GRAY 43
629 #define EL_DYNAMITE 44
631 #define EL_INVISIBLE_WALL 46
633 #define EL_LAMP_ACTIVE 48
634 #define EL_WALL_EMERALD 49
635 #define EL_WALL_DIAMOND 50
636 #define EL_AMOEBA_FULL 51
637 #define EL_BD_AMOEBA 52
638 #define EL_TIME_ORB_FULL 53
639 #define EL_TIME_ORB_EMPTY 54
640 #define EL_EXPANDABLE_WALL 55
641 #define EL_BD_DIAMOND 56
642 #define EL_EMERALD_YELLOW 57
643 #define EL_WALL_BD_DIAMOND 58
644 #define EL_WALL_EMERALD_YELLOW 59
645 #define EL_DARK_YAMYAM 60
646 #define EL_BD_MAGIC_WALL 61
647 #define EL_INVISIBLE_STEELWALL 62
648 #define EL_SOKOBAN_FIELD_PLAYER 63
649 #define EL_DYNABOMB_INCREASE_NUMBER 64
650 #define EL_DYNABOMB_INCREASE_SIZE 65
651 #define EL_DYNABOMB_INCREASE_POWER 66
652 #define EL_SOKOBAN_OBJECT 67
653 #define EL_SOKOBAN_FIELD_EMPTY 68
654 #define EL_SOKOBAN_FIELD_FULL 69
655 #define EL_BD_BUTTERFLY_RIGHT 70
656 #define EL_BD_BUTTERFLY_UP 71
657 #define EL_BD_BUTTERFLY_LEFT 72
658 #define EL_BD_BUTTERFLY_DOWN 73
659 #define EL_BD_FIREFLY_RIGHT 74
660 #define EL_BD_FIREFLY_UP 75
661 #define EL_BD_FIREFLY_LEFT 76
662 #define EL_BD_FIREFLY_DOWN 77
663 #define EL_BD_BUTTERFLY_1 EL_BD_BUTTERFLY_DOWN
664 #define EL_BD_BUTTERFLY_2 EL_BD_BUTTERFLY_LEFT
665 #define EL_BD_BUTTERFLY_3 EL_BD_BUTTERFLY_UP
666 #define EL_BD_BUTTERFLY_4 EL_BD_BUTTERFLY_RIGHT
667 #define EL_BD_FIREFLY_1 EL_BD_FIREFLY_LEFT
668 #define EL_BD_FIREFLY_2 EL_BD_FIREFLY_DOWN
669 #define EL_BD_FIREFLY_3 EL_BD_FIREFLY_RIGHT
670 #define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
671 #define EL_BD_BUTTERFLY 78
672 #define EL_BD_FIREFLY 79
673 #define EL_PLAYER_1 80
674 #define EL_PLAYER_2 81
675 #define EL_PLAYER_3 82
676 #define EL_PLAYER_4 83
677 #define EL_BUG_RIGHT 84
679 #define EL_BUG_LEFT 86
680 #define EL_BUG_DOWN 87
681 #define EL_SPACESHIP_RIGHT 88
682 #define EL_SPACESHIP_UP 89
683 #define EL_SPACESHIP_LEFT 90
684 #define EL_SPACESHIP_DOWN 91
685 #define EL_PACMAN_RIGHT 92
686 #define EL_PACMAN_UP 93
687 #define EL_PACMAN_LEFT 94
688 #define EL_PACMAN_DOWN 95
689 #define EL_EMERALD_RED 96
690 #define EL_EMERALD_PURPLE 97
691 #define EL_WALL_EMERALD_RED 98
692 #define EL_WALL_EMERALD_PURPLE 99
693 #define EL_ACID_POOL_TOPLEFT 100
694 #define EL_ACID_POOL_TOPRIGHT 101
695 #define EL_ACID_POOL_BOTTOMLEFT 102
696 #define EL_ACID_POOL_BOTTOM 103
697 #define EL_ACID_POOL_BOTTOMRIGHT 104
698 #define EL_BD_WALL 105
699 #define EL_BD_ROCK 106
700 #define EL_EXIT_OPEN 107
701 #define EL_BLACK_ORB 108
702 #define EL_AMOEBA_TO_DIAMOND 109
704 #define EL_PENGUIN 111
705 #define EL_SATELLITE 112
706 #define EL_ARROW_LEFT 113
707 #define EL_ARROW_RIGHT 114
708 #define EL_ARROW_UP 115
709 #define EL_ARROW_DOWN 116
711 #define EL_DRAGON 118
713 #define EL_EM_KEY_1_FILE_OBSOLETE 119 /* obsolete; now EL_EM_KEY_1 */
715 #define EL_CHAR_START 120
716 #define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
717 #define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32)
719 #include "conf_chr.h" /* include auto-generated data structure definitions */
721 #define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111)
722 #define EL_CHAR_END (EL_CHAR_START + 79)
724 #define EL_CHAR(c) (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
726 #define EL_EXPANDABLE_WALL_HORIZONTAL 200
727 #define EL_EXPANDABLE_WALL_VERTICAL 201
728 #define EL_EXPANDABLE_WALL_ANY 202
730 #define EL_EM_GATE_1 203
731 #define EL_EM_GATE_2 204
732 #define EL_EM_GATE_3 205
733 #define EL_EM_GATE_4 206
735 #define EL_EM_KEY_2_FILE_OBSOLETE 207 /* obsolete; now EL_EM_KEY_2 */
736 #define EL_EM_KEY_3_FILE_OBSOLETE 208 /* obsolete; now EL_EM_KEY_3 */
737 #define EL_EM_KEY_4_FILE_OBSOLETE 209 /* obsolete; now EL_EM_KEY_4 */
739 #define EL_SP_START 210
740 #define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
741 #define EL_SP_EMPTY EL_SP_EMPTY_SPACE
742 #define EL_SP_ZONK (EL_SP_START + 1)
743 #define EL_SP_BASE (EL_SP_START + 2)
744 #define EL_SP_MURPHY (EL_SP_START + 3)
745 #define EL_SP_INFOTRON (EL_SP_START + 4)
746 #define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
747 #define EL_SP_HARDWARE_GRAY (EL_SP_START + 6)
748 #define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
749 #define EL_SP_DISK_ORANGE (EL_SP_START + 8)
750 #define EL_SP_PORT_RIGHT (EL_SP_START + 9)
751 #define EL_SP_PORT_DOWN (EL_SP_START + 10)
752 #define EL_SP_PORT_LEFT (EL_SP_START + 11)
753 #define EL_SP_PORT_UP (EL_SP_START + 12)
754 #define EL_SP_GRAVITY_PORT_RIGHT (EL_SP_START + 13)
755 #define EL_SP_GRAVITY_PORT_DOWN (EL_SP_START + 14)
756 #define EL_SP_GRAVITY_PORT_LEFT (EL_SP_START + 15)
757 #define EL_SP_GRAVITY_PORT_UP (EL_SP_START + 16)
758 #define EL_SP_SNIKSNAK (EL_SP_START + 17)
759 #define EL_SP_DISK_YELLOW (EL_SP_START + 18)
760 #define EL_SP_TERMINAL (EL_SP_START + 19)
761 #define EL_SP_DISK_RED (EL_SP_START + 20)
762 #define EL_SP_PORT_VERTICAL (EL_SP_START + 21)
763 #define EL_SP_PORT_HORIZONTAL (EL_SP_START + 22)
764 #define EL_SP_PORT_ANY (EL_SP_START + 23)
765 #define EL_SP_ELECTRON (EL_SP_START + 24)
766 #define EL_SP_BUGGY_BASE (EL_SP_START + 25)
767 #define EL_SP_CHIP_LEFT (EL_SP_START + 26)
768 #define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
769 #define EL_SP_HARDWARE_BASE_1 (EL_SP_START + 28)
770 #define EL_SP_HARDWARE_GREEN (EL_SP_START + 29)
771 #define EL_SP_HARDWARE_BLUE (EL_SP_START + 30)
772 #define EL_SP_HARDWARE_RED (EL_SP_START + 31)
773 #define EL_SP_HARDWARE_YELLOW (EL_SP_START + 32)
774 #define EL_SP_HARDWARE_BASE_2 (EL_SP_START + 33)
775 #define EL_SP_HARDWARE_BASE_3 (EL_SP_START + 34)
776 #define EL_SP_HARDWARE_BASE_4 (EL_SP_START + 35)
777 #define EL_SP_HARDWARE_BASE_5 (EL_SP_START + 36)
778 #define EL_SP_HARDWARE_BASE_6 (EL_SP_START + 37)
779 #define EL_SP_CHIP_TOP (EL_SP_START + 38)
780 #define EL_SP_CHIP_BOTTOM (EL_SP_START + 39)
781 #define EL_SP_END (EL_SP_START + 39)
783 #define EL_EM_GATE_1_GRAY 250
784 #define EL_EM_GATE_2_GRAY 251
785 #define EL_EM_GATE_3_GRAY 252
786 #define EL_EM_GATE_4_GRAY 253
788 #define EL_UNUSED_254 254
789 #define EL_UNUSED_255 255
792 #define EL_CRYSTAL 257
793 #define EL_WALL_PEARL 258
794 #define EL_WALL_CRYSTAL 259
795 #define EL_DOOR_WHITE 260
796 #define EL_DOOR_WHITE_GRAY 261
797 #define EL_KEY_WHITE 262
798 #define EL_SHIELD_NORMAL 263
799 #define EL_EXTRA_TIME 264
800 #define EL_SWITCHGATE_OPEN 265
801 #define EL_SWITCHGATE_CLOSED 266
802 #define EL_SWITCHGATE_SWITCH_UP 267
803 #define EL_SWITCHGATE_SWITCH_DOWN 268
805 #define EL_UNUSED_269 269
806 #define EL_UNUSED_270 270
808 #define EL_CONVEYOR_BELT_1_LEFT 271
809 #define EL_CONVEYOR_BELT_1_MIDDLE 272
810 #define EL_CONVEYOR_BELT_1_RIGHT 273
811 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT 274
812 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
813 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT 276
814 #define EL_CONVEYOR_BELT_2_LEFT 277
815 #define EL_CONVEYOR_BELT_2_MIDDLE 278
816 #define EL_CONVEYOR_BELT_2_RIGHT 279
817 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT 280
818 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
819 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT 282
820 #define EL_CONVEYOR_BELT_3_LEFT 283
821 #define EL_CONVEYOR_BELT_3_MIDDLE 284
822 #define EL_CONVEYOR_BELT_3_RIGHT 285
823 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT 286
824 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
825 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT 288
826 #define EL_CONVEYOR_BELT_4_LEFT 289
827 #define EL_CONVEYOR_BELT_4_MIDDLE 290
828 #define EL_CONVEYOR_BELT_4_RIGHT 291
829 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT 292
830 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
831 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294
832 #define EL_LANDMINE 295
833 #define EL_ENVELOPE_OBSOLETE 296 /* obsolete; now EL_ENVELOPE_1 */
834 #define EL_LIGHT_SWITCH 297
835 #define EL_LIGHT_SWITCH_ACTIVE 298
836 #define EL_SIGN_EXCLAMATION 299
837 #define EL_SIGN_RADIOACTIVITY 300
838 #define EL_SIGN_STOP 301
839 #define EL_SIGN_WHEELCHAIR 302
840 #define EL_SIGN_PARKING 303
841 #define EL_SIGN_ONEWAY 304
842 #define EL_SIGN_HEART 305
843 #define EL_SIGN_TRIANGLE 306
844 #define EL_SIGN_ROUND 307
845 #define EL_SIGN_EXIT 308
846 #define EL_SIGN_YINYANG 309
847 #define EL_SIGN_OTHER 310
848 #define EL_MOLE_LEFT 311
849 #define EL_MOLE_RIGHT 312
850 #define EL_MOLE_UP 313
851 #define EL_MOLE_DOWN 314
852 #define EL_STEELWALL_SLIPPERY 315
853 #define EL_INVISIBLE_SAND 316
854 #define EL_DX_UNKNOWN_15 317
855 #define EL_DX_UNKNOWN_42 318
857 #define EL_UNUSED_319 319
858 #define EL_UNUSED_320 320
860 #define EL_SHIELD_DEADLY 321
861 #define EL_TIMEGATE_OPEN 322
862 #define EL_TIMEGATE_CLOSED 323
863 #define EL_TIMEGATE_SWITCH_ACTIVE 324
864 #define EL_TIMEGATE_SWITCH 325
866 #define EL_BALLOON 326
867 #define EL_BALLOON_SWITCH_LEFT 327
868 #define EL_BALLOON_SWITCH_RIGHT 328
869 #define EL_BALLOON_SWITCH_UP 329
870 #define EL_BALLOON_SWITCH_DOWN 330
871 #define EL_BALLOON_SWITCH_ANY 331
873 #define EL_EMC_STEELWALL_1 332
874 #define EL_EMC_STEELWALL_2 333
875 #define EL_EMC_STEELWALL_3 334
876 #define EL_EMC_STEELWALL_4 335
877 #define EL_EMC_WALL_1 336
878 #define EL_EMC_WALL_2 337
879 #define EL_EMC_WALL_3 338
880 #define EL_EMC_WALL_4 339
881 #define EL_EMC_WALL_5 340
882 #define EL_EMC_WALL_6 341
883 #define EL_EMC_WALL_7 342
884 #define EL_EMC_WALL_8 343
886 #define EL_TUBE_ANY 344
887 #define EL_TUBE_VERTICAL 345
888 #define EL_TUBE_HORIZONTAL 346
889 #define EL_TUBE_VERTICAL_LEFT 347
890 #define EL_TUBE_VERTICAL_RIGHT 348
891 #define EL_TUBE_HORIZONTAL_UP 349
892 #define EL_TUBE_HORIZONTAL_DOWN 350
893 #define EL_TUBE_LEFT_UP 351
894 #define EL_TUBE_LEFT_DOWN 352
895 #define EL_TUBE_RIGHT_UP 353
896 #define EL_TUBE_RIGHT_DOWN 354
897 #define EL_SPRING 355
899 #define EL_DX_SUPABOMB 357
901 #define EL_UNUSED_358 358
902 #define EL_UNUSED_359 359
904 /* ---------- begin of custom elements section ----------------------------- */
905 #define EL_CUSTOM_START 360
907 #include "conf_cus.h" /* include auto-generated data structure definitions */
909 #define NUM_CUSTOM_ELEMENTS 256
910 #define EL_CUSTOM_END 615
911 /* ---------- end of custom elements section ------------------------------- */
913 #define EL_EM_KEY_1 616
914 #define EL_EM_KEY_2 617
915 #define EL_EM_KEY_3 618
916 #define EL_EM_KEY_4 619
917 #define EL_ENVELOPE_1 620
918 #define EL_ENVELOPE_2 621
919 #define EL_ENVELOPE_3 622
920 #define EL_ENVELOPE_4 623
922 /* ---------- begin of group elements section ------------------------------ */
923 #define EL_GROUP_START 624
925 #include "conf_grp.h" /* include auto-generated data structure definitions */
927 #define NUM_GROUP_ELEMENTS 32
928 #define EL_GROUP_END 655
929 /* ---------- end of custom elements section ------------------------------- */
931 #define EL_UNKNOWN 656
932 #define EL_TRIGGER_ELEMENT 657
933 #define EL_TRIGGER_PLAYER 658
935 #define NUM_FILE_ELEMENTS 659
938 /* "real" (and therefore drawable) runtime elements */
939 #define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
941 #define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 0)
942 #define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 1)
943 #define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 2)
944 #define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 3)
945 #define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
946 #define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 5)
947 #define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 6)
948 #define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 7)
949 #define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 8)
950 #define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 9)
951 #define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 10)
952 #define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 11)
953 #define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 12)
954 #define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 13)
955 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
956 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
957 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
958 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
959 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
960 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
961 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
962 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
963 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
964 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
965 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
966 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
967 #define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 26)
968 #define EL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 27)
969 #define EL_SP_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 28)
970 #define EL_SP_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 29)
971 #define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 30)
972 #define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 31)
973 #define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 32)
974 #define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 33)
975 #define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 34)
976 #define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 35)
977 #define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 36)
978 #define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 37)
979 #define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 38)
980 #define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 39)
981 #define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 40)
982 #define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 41)
983 #define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
984 #define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 43)
985 #define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44)
987 /* "unreal" (and therefore not drawable) runtime elements */
988 #define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 45)
990 #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
991 #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
992 #define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
993 #define EL_DIAMOND_BREAKING (EL_FIRST_RUNTIME_UNREAL + 3)
994 #define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 4)
995 #define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 5)
996 #define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 6)
997 #define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 7)
998 #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
999 #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9)
1000 #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10)
1001 #define EL_PLAYER_IS_EXPLODING_1 (EL_FIRST_RUNTIME_UNREAL + 11)
1002 #define EL_PLAYER_IS_EXPLODING_2 (EL_FIRST_RUNTIME_UNREAL + 12)
1003 #define EL_PLAYER_IS_EXPLODING_3 (EL_FIRST_RUNTIME_UNREAL + 13)
1004 #define EL_PLAYER_IS_EXPLODING_4 (EL_FIRST_RUNTIME_UNREAL + 14)
1005 #define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 15)
1006 #define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 16)
1007 #define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 17)
1009 /* dummy elements (never used as game elements, only used as graphics) */
1010 #define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 18)
1012 #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
1013 #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
1014 #define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2)
1015 #define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3)
1016 #define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4)
1017 #define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5)
1018 #define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6)
1019 #define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7)
1020 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8)
1021 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
1022 #define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10)
1023 #define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11)
1024 #define EL_DYNABOMB (EL_FIRST_DUMMY + 12)
1025 #define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
1026 #define EL_DYNABOMB_PLAYER_1 (EL_FIRST_DUMMY + 14)
1027 #define EL_DYNABOMB_PLAYER_2 (EL_FIRST_DUMMY + 15)
1028 #define EL_DYNABOMB_PLAYER_3 (EL_FIRST_DUMMY + 16)
1029 #define EL_DYNABOMB_PLAYER_4 (EL_FIRST_DUMMY + 17)
1030 #define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 18)
1031 #define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 19)
1032 #define EL_AMOEBA (EL_FIRST_DUMMY + 20)
1033 #define EL_DEFAULT (EL_FIRST_DUMMY + 21)
1034 #define EL_BD_DEFAULT (EL_FIRST_DUMMY + 22)
1035 #define EL_SP_DEFAULT (EL_FIRST_DUMMY + 23)
1036 #define EL_SB_DEFAULT (EL_FIRST_DUMMY + 24)
1038 /* internal elements (only used for internal purposes like copying) */
1039 #define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 25)
1041 #define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0)
1042 #define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1)
1043 #define EL_INTERNAL_CLIPBOARD_GROUP (EL_FIRST_INTERNAL + 2)
1044 #define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 3)
1046 #define EL_INTERNAL_CLIPBOARD_START (EL_FIRST_INTERNAL + 0)
1047 #define EL_INTERNAL_CLIPBOARD_END (EL_FIRST_INTERNAL + 2)
1048 #define EL_INTERNAL_START (EL_FIRST_INTERNAL + 0)
1049 #define EL_INTERNAL_END (EL_FIRST_INTERNAL + 3)
1051 #define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 4)
1054 /* values for graphics/sounds action types */
1055 #define ACTION_DEFAULT 0
1056 #define ACTION_WAITING 1
1057 #define ACTION_FALLING 2
1058 #define ACTION_MOVING 3
1059 #define ACTION_DIGGING 4
1060 #define ACTION_SNAPPING 5
1061 #define ACTION_COLLECTING 6
1062 #define ACTION_DROPPING 7
1063 #define ACTION_PUSHING 8
1064 #define ACTION_WALKING 9
1065 #define ACTION_PASSING 10
1066 #define ACTION_IMPACT 11
1067 #define ACTION_BREAKING 12
1068 #define ACTION_ACTIVATING 13
1069 #define ACTION_DEACTIVATING 14
1070 #define ACTION_OPENING 15
1071 #define ACTION_CLOSING 16
1072 #define ACTION_ATTACKING 17
1073 #define ACTION_GROWING 18
1074 #define ACTION_SHRINKING 19
1075 #define ACTION_ACTIVE 20
1076 #define ACTION_FILLING 21
1077 #define ACTION_EMPTYING 22
1078 #define ACTION_CHANGING 23
1079 #define ACTION_EXPLODING 24
1080 #define ACTION_BORING 25
1081 #define ACTION_BORING_1 26
1082 #define ACTION_BORING_2 27
1083 #define ACTION_BORING_3 28
1084 #define ACTION_BORING_4 29
1085 #define ACTION_BORING_5 30
1086 #define ACTION_BORING_6 31
1087 #define ACTION_BORING_7 32
1088 #define ACTION_BORING_8 33
1089 #define ACTION_BORING_9 34
1090 #define ACTION_BORING_10 35
1091 #define ACTION_SLEEPING 36
1092 #define ACTION_SLEEPING_1 37
1093 #define ACTION_SLEEPING_2 38
1094 #define ACTION_SLEEPING_3 39
1095 #define ACTION_AWAKENING 40
1096 #define ACTION_DYING 41
1097 #define ACTION_TURNING 42
1098 #define ACTION_TURNING_FROM_LEFT 43
1099 #define ACTION_TURNING_FROM_RIGHT 44
1100 #define ACTION_TURNING_FROM_UP 45
1101 #define ACTION_TURNING_FROM_DOWN 46
1102 #define ACTION_OTHER 47
1104 #define NUM_ACTIONS 48
1106 #define ACTION_BORING_LAST ACTION_BORING_10
1107 #define ACTION_SLEEPING_LAST ACTION_SLEEPING_3
1110 /* values for special image configuration suffixes (must match game mode) */
1111 #define GFX_SPECIAL_ARG_DEFAULT 0
1112 #define GFX_SPECIAL_ARG_MAIN 1
1113 #define GFX_SPECIAL_ARG_LEVELS 2
1114 #define GFX_SPECIAL_ARG_SCORES 3
1115 #define GFX_SPECIAL_ARG_EDITOR 4
1116 #define GFX_SPECIAL_ARG_INFO 5
1117 #define GFX_SPECIAL_ARG_SETUP 6
1118 #define GFX_SPECIAL_ARG_PLAYING 7
1119 #define GFX_SPECIAL_ARG_DOOR 8
1120 #define GFX_SPECIAL_ARG_PREVIEW 9
1121 #define GFX_SPECIAL_ARG_CRUMBLED 10
1123 #define NUM_SPECIAL_GFX_ARGS 11
1126 /* values for image configuration suffixes */
1129 #define GFX_ARG_XPOS 2
1130 #define GFX_ARG_YPOS 3
1131 #define GFX_ARG_WIDTH 4
1132 #define GFX_ARG_HEIGHT 5
1133 #define GFX_ARG_OFFSET 6
1134 #define GFX_ARG_VERTICAL 7
1135 #define GFX_ARG_XOFFSET 8
1136 #define GFX_ARG_YOFFSET 9
1137 #define GFX_ARG_FRAMES 10
1138 #define GFX_ARG_FRAMES_PER_LINE 11
1139 #define GFX_ARG_START_FRAME 12
1140 #define GFX_ARG_DELAY 13
1141 #define GFX_ARG_ANIM_MODE 14
1142 #define GFX_ARG_GLOBAL_SYNC 15
1143 #define GFX_ARG_CRUMBLED_LIKE 16
1144 #define GFX_ARG_DIGGABLE_LIKE 17
1145 #define GFX_ARG_BORDER_SIZE 18
1146 #define GFX_ARG_STEP_OFFSET 19
1147 #define GFX_ARG_STEP_DELAY 20
1148 #define GFX_ARG_DIRECTION 21
1149 #define GFX_ARG_POSITION 22
1150 #define GFX_ARG_DRAW_XOFFSET 23
1151 #define GFX_ARG_DRAW_YOFFSET 24
1152 #define GFX_ARG_DRAW_MASKED 25
1153 #define GFX_ARG_ANIM_DELAY_FIXED 26
1154 #define GFX_ARG_ANIM_DELAY_RANDOM 27
1155 #define GFX_ARG_POST_DELAY_FIXED 28
1156 #define GFX_ARG_POST_DELAY_RANDOM 29
1157 #define GFX_ARG_NAME 30
1159 #define NUM_GFX_ARGS 31
1162 /* values for sound configuration suffixes */
1163 #define SND_ARG_MODE_LOOP 0
1165 #define NUM_SND_ARGS 1
1168 /* values for music configuration suffixes */
1169 #define MUS_ARG_MODE_LOOP 0
1171 #define NUM_MUS_ARGS 1
1174 /* values for font configuration */
1175 #define FONT_INITIAL_1 0
1176 #define FONT_INITIAL_2 1
1177 #define FONT_INITIAL_3 2
1178 #define FONT_INITIAL_4 3
1179 #define FONT_TITLE_1 4
1180 #define FONT_TITLE_2 5
1181 #define FONT_MENU_1 6
1182 #define FONT_MENU_2 7
1183 #define FONT_TEXT_1_ACTIVE 8
1184 #define FONT_TEXT_2_ACTIVE 9
1185 #define FONT_TEXT_3_ACTIVE 10
1186 #define FONT_TEXT_4_ACTIVE 11
1187 #define FONT_TEXT_1 12
1188 #define FONT_TEXT_2 13
1189 #define FONT_TEXT_3 14
1190 #define FONT_TEXT_4 15
1191 #define FONT_ENVELOPE_1 16
1192 #define FONT_ENVELOPE_2 17
1193 #define FONT_ENVELOPE_3 18
1194 #define FONT_ENVELOPE_4 19
1195 #define FONT_INPUT_1_ACTIVE 20
1196 #define FONT_INPUT_2_ACTIVE 21
1197 #define FONT_INPUT_1 22
1198 #define FONT_INPUT_2 23
1199 #define FONT_OPTION_OFF 24
1200 #define FONT_OPTION_ON 25
1201 #define FONT_VALUE_1 26
1202 #define FONT_VALUE_2 27
1203 #define FONT_VALUE_OLD 28
1204 #define FONT_LEVEL_NUMBER 29
1205 #define FONT_TAPE_RECORDER 30
1206 #define FONT_GAME_INFO 31
1208 #define NUM_FONTS 32
1209 #define NUM_INITIAL_FONTS 4
1211 /* values for game_status (must match special image configuration suffixes) */
1212 #define GAME_MODE_DEFAULT 0
1213 #define GAME_MODE_MAIN 1
1214 #define GAME_MODE_LEVELS 2
1215 #define GAME_MODE_SCORES 3
1216 #define GAME_MODE_EDITOR 4
1217 #define GAME_MODE_INFO 5
1218 #define GAME_MODE_SETUP 6
1219 #define GAME_MODE_PLAYING 7
1220 #define GAME_MODE_PSEUDO_DOOR 8
1221 #define GAME_MODE_PSEUDO_PREVIEW 9
1222 #define GAME_MODE_PSEUDO_CRUMBLED 10
1224 /* there are no special config file suffixes for these modes */
1225 #define GAME_MODE_PSEUDO_TYPENAME 11
1226 #define GAME_MODE_QUIT 12
1228 /* special definitions currently only used for custom artwork configuration */
1229 #define MUSIC_PREFIX_BACKGROUND 0
1230 #define NUM_MUSIC_PREFIXES 1
1231 #define MAX_LEVELS 1000
1233 /* definitions for demo animation lists */
1234 #define HELPANIM_LIST_NEXT -1
1235 #define HELPANIM_LIST_END -999
1238 /* program information and versioning definitions */
1240 #define PROGRAM_VERSION_MAJOR 3
1241 #define PROGRAM_VERSION_MINOR 1
1242 #define PROGRAM_VERSION_PATCH 0
1243 #define PROGRAM_VERSION_BUILD 3
1245 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
1246 #define PROGRAM_AUTHOR_STRING "Holger Schemel"
1247 #define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2003 by Holger Schemel"
1249 #define ICON_TITLE_STRING PROGRAM_TITLE_STRING
1250 #define COOKIE_PREFIX "ROCKSNDIAMONDS"
1251 #define FILENAME_PREFIX "Rocks"
1253 #if defined(PLATFORM_UNIX)
1254 #define USERDATA_DIRECTORY ".rocksndiamonds"
1255 #elif defined(PLATFORM_WIN32)
1256 #define USERDATA_DIRECTORY PROGRAM_TITLE_STRING
1258 #define USERDATA_DIRECTORY "userdata"
1261 #define X11_ICON_FILENAME "rocks_icon.xbm"
1262 #define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
1263 #define MSDOS_POINTER_FILENAME "mouse.pcx"
1265 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1266 ** currently supported/known file version numbers:
1268 ** 1.2 (still in use)
1269 ** 1.4 (still in use)
1272 #define FILE_VERSION_1_0 VERSION_IDENT(1,0,0,0)
1273 #define FILE_VERSION_1_2 VERSION_IDENT(1,2,0,0)
1274 #define FILE_VERSION_1_4 VERSION_IDENT(1,4,0,0)
1275 #define FILE_VERSION_2_0 VERSION_IDENT(2,0,0,0)
1277 /* file version does not change for every program version, but is changed
1278 when new features are introduced that are incompatible with older file
1279 versions, so that they can be treated accordingly */
1280 #define FILE_VERSION_ACTUAL FILE_VERSION_2_0
1282 #define GAME_VERSION_1_0 FILE_VERSION_1_0
1283 #define GAME_VERSION_1_2 FILE_VERSION_1_2
1284 #define GAME_VERSION_1_4 FILE_VERSION_1_4
1285 #define GAME_VERSION_2_0 FILE_VERSION_2_0
1287 #define GAME_VERSION_ACTUAL VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1288 PROGRAM_VERSION_MINOR, \
1289 PROGRAM_VERSION_PATCH, \
1290 PROGRAM_VERSION_BUILD)
1292 /* values for game_emulation */
1294 #define EMU_BOULDERDASH 1
1295 #define EMU_SOKOBAN 2
1296 #define EMU_SUPAPLEX 3
1300 int draw_xoffset_default;
1301 int draw_yoffset_default;
1302 int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1303 int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1305 int scrollbar_xoffset;
1307 int list_size_default;
1308 int list_size[NUM_SPECIAL_GFX_ARGS];
1310 int sound[NUM_SPECIAL_GFX_ARGS];
1311 int music[NUM_SPECIAL_GFX_ARGS];
1323 char Name[MAX_PLAYER_NAME_LEN + 1];
1329 boolean present; /* player present in level playfield */
1330 boolean connected; /* player connected (locally or via network) */
1331 boolean active; /* player present and connected */
1333 int index_nr; /* player number (0 to 3) */
1334 int index_bit; /* player number bit (1 << 0 to 1 << 3) */
1335 int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
1336 int client_nr; /* network client identifier */
1338 byte action; /* action from local input device */
1339 byte effective_action; /* action acknowledged from network server
1340 or summarized over all configured input
1341 devices when in single player mode */
1342 byte programmed_action; /* action forced by game itself (like moving
1343 through doors); overrides other actions */
1345 int jx, jy, last_jx, last_jy;
1346 int MovDir, MovPos, GfxDir, GfxPos;
1347 int Frame, StepFrame;
1351 boolean use_murphy_graphic;
1353 boolean block_last_field;
1354 boolean can_fall_into_acid;
1356 boolean LevelSolved, GameOver;
1362 boolean is_auto_moving;
1364 boolean is_snapping;
1365 boolean is_collecting;
1367 boolean is_switching;
1368 boolean is_dropping;
1371 boolean is_sleeping;
1373 int frame_counter_bored;
1374 int frame_counter_sleeping;
1376 int anim_delay_counter;
1377 int post_delay_counter;
1379 int action_waiting, last_action_waiting;
1380 int special_action_bored;
1381 int special_action_sleeping;
1383 int num_special_action_bored;
1384 int num_special_action_sleeping;
1386 int switch_x, switch_y;
1390 unsigned long move_delay;
1391 int move_delay_value;
1393 int move_delay_reset_counter;
1395 unsigned long push_delay;
1396 unsigned long push_delay_value;
1398 unsigned long actual_frame_counter;
1405 int gems_still_needed;
1406 int sokobanfields_still_needed;
1407 int lights_still_needed;
1408 int friends_still_needed;
1410 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1411 int shield_normal_time_left;
1412 int shield_deadly_time_left;
1414 int inventory_element[MAX_INVENTORY_SIZE];
1415 int inventory_infinite_element;
1421 int music[MAX_LEVELS];
1424 struct LevelFileInfo
1435 int file_version; /* file format version the level is stored with */
1436 int game_version; /* game release version the level was created with */
1438 boolean encoding_16bit_field; /* level contains 16-bit elements */
1439 boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
1440 boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
1447 char name[MAX_LEVEL_NAME_LEN + 1];
1448 char author[MAX_LEVEL_AUTHOR_LEN + 1];
1450 char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1451 int envelope_xsize[4], envelope_ysize[4];
1453 int score[LEVEL_SCORE_ELEMENTS];
1455 int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1456 int num_yamyam_contents;
1461 int time_magic_wall;
1466 int can_move_into_acid_bits; /* bitfield to store property for elements */
1467 int dont_collide_with_bits; /* bitfield to store property for elements */
1469 boolean double_speed;
1470 boolean initial_gravity;
1471 boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
1472 boolean block_last_field; /* player blocks previous field while moving */
1473 boolean sp_block_last_field; /* player blocks previous field while moving */
1474 boolean use_spring_bug; /* for compatibility with old levels */
1475 boolean instant_relocation; /* no visual delay when relocating player */
1476 boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
1477 boolean grow_into_diggable; /* amoeba can grow into anything diggable */
1479 /* ('int' instead of 'boolean' because used as selectbox value in editor) */
1480 int use_step_counter; /* count steps instead of seconds for level */
1482 short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1484 boolean use_custom_template; /* use custom properties from template file */
1486 boolean no_valid_file; /* set when level file missing or invalid */
1491 int file_version; /* file format version the tape is stored with */
1492 int game_version; /* game release version the tape was created with */
1493 int engine_version; /* game engine version the tape was recorded with */
1495 char *level_identifier;
1497 unsigned long random_seed;
1499 unsigned long counter;
1500 unsigned long length;
1501 unsigned long length_seconds;
1502 unsigned int delay_played;
1503 boolean pause_before_death;
1504 boolean recording, playing, pausing;
1505 boolean fast_forward;
1506 boolean warp_forward;
1507 boolean deactivate_display;
1509 boolean auto_play_level_solved;
1510 boolean quick_resume;
1511 boolean single_step;
1513 boolean player_participates[MAX_PLAYERS];
1514 int num_participating_players;
1518 byte action[MAX_PLAYERS];
1522 boolean no_valid_file; /* set when tape file missing or invalid */
1527 /* values for engine initialization */
1528 int default_push_delay_fixed;
1529 int default_push_delay_random;
1531 /* constant within running game */
1534 int initial_move_delay;
1535 int initial_move_delay_value;
1536 int initial_push_delay_value;
1538 /* variable within running game */
1539 int yamyam_content_nr;
1540 boolean magic_wall_active;
1541 int magic_wall_time_left;
1542 int light_time_left;
1543 int timegate_time_left;
1549 boolean explosions_delayed;
1550 boolean envelope_active;
1552 /* values for player idle animation (no effect on engine) */
1553 int player_boring_delay_fixed;
1554 int player_boring_delay_random;
1555 int player_sleeping_delay_fixed;
1556 int player_sleeping_delay_random;
1561 char *autoplay_leveldir;
1562 int autoplay_level_nr;
1566 float frames_per_second;
1567 boolean fps_slowdown;
1568 int fps_slowdown_factor;
1571 struct ElementChangeInfo
1573 boolean can_change; /* use or ignore this change info */
1575 unsigned long events; /* change events */
1577 int trigger_player; /* player triggering change */
1578 int trigger_side; /* side triggering change */
1579 int trigger_page; /* page triggering change */
1581 short target_element; /* target element after change */
1583 int delay_fixed; /* added frame delay before changed (fixed) */
1584 int delay_random; /* added frame delay before changed (random) */
1585 int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
1587 short trigger_element; /* element triggering change */
1589 int target_content[3][3]; /* elements for extended change target */
1590 boolean use_target_content; /* use extended change target */
1591 boolean only_if_complete; /* only use complete target content */
1592 boolean use_random_replace; /* use random value for replacing elements */
1593 int random_percentage; /* random value for replacing elements */
1594 int replace_when; /* type of elements that can be replaced */
1596 boolean explode; /* explode instead of change */
1598 /* ---------- internal values used at runtime when playing ---------- */
1600 /* functions that are called before, while and after the change of an
1601 element -- currently only used for non-custom elements */
1602 void (*pre_change_function)(int x, int y);
1603 void (*change_function)(int x, int y);
1604 void (*post_change_function)(int x, int y);
1606 short actual_trigger_element; /* element that actually triggered change */
1607 int actual_trigger_player; /* player which actually triggered change */
1609 /* ---------- internal values used in level editor ---------- */
1611 int direct_action; /* change triggered by actions on element */
1612 int other_action; /* change triggered by other element actions */
1615 struct ElementGroupInfo
1617 int num_elements; /* number of elements in this group */
1618 short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1620 int choice_mode; /* how to choose element from group */
1622 /* ---------- internal values used at runtime when playing ---------- */
1624 /* the following is the same as above, but with recursively resolved group
1625 elements (group elements may also contain further group elements!) */
1626 int num_elements_resolved;
1627 short element_resolved[NUM_FILE_ELEMENTS];
1629 int choice_pos; /* current element choice position */
1634 /* ---------- token and description strings ---------- */
1636 char *token_name; /* element token used in config files */
1637 char *class_name; /* element class used in config files */
1638 char *editor_description; /* pre-defined description for level editor */
1639 char *custom_description; /* alternative description from config file */
1640 char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom/group elements */
1642 /* ---------- graphic and sound definitions ---------- */
1644 int graphic[NUM_ACTIONS]; /* default graphics for several actions */
1645 int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1646 /* special graphics for left/right/up/down */
1648 int crumbled[NUM_ACTIONS]; /* crumbled graphics for several actions */
1649 int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1650 /* crumbled graphics for left/right/up/down */
1652 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1653 /* special graphics for certain screens */
1655 int sound[NUM_ACTIONS]; /* default sounds for several actions */
1657 /* ---------- special element property values ---------- */
1659 boolean use_gfx_element; /* use custom graphic element */
1660 short gfx_element; /* optional custom graphic element */
1662 int access_direction; /* accessible from which direction */
1664 int collect_score; /* score value for collecting */
1665 int collect_count; /* count value for collecting */
1667 int push_delay_fixed; /* constant delay before pushing */
1668 int push_delay_random; /* additional random delay before pushing */
1669 int drop_delay_fixed; /* constant delay after dropping */
1670 int drop_delay_random; /* additional random delay after dropping */
1671 int move_delay_fixed; /* constant delay after moving */
1672 int move_delay_random; /* additional random delay after moving */
1674 int move_pattern; /* direction movable element moves to */
1675 int move_direction_initial; /* initial direction element moves to */
1676 int move_stepsize; /* step size element moves with */
1677 int move_enter_element; /* element that can be entered (and removed) */
1678 int move_leave_element; /* element that can be left behind */
1679 int move_leave_type; /* change (limited) or leave (unlimited) */
1681 int slippery_type; /* how/where other elements slip away */
1683 int content[3][3]; /* new elements after explosion */
1685 int explosion_delay; /* duration of explosion of this element */
1686 int ignition_delay; /* delay for explosion by other explosion */
1688 struct ElementChangeInfo *change_page; /* actual list of change pages */
1689 struct ElementChangeInfo *change; /* pointer to current change page */
1691 int num_change_pages; /* actual number of change pages */
1692 int current_change_page; /* currently edited change page */
1694 struct ElementGroupInfo *group; /* pointer to element group info */
1696 /* ---------- internal values used at runtime when playing ---------- */
1698 unsigned long change_events; /* bitfield for combined change events */
1700 int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
1701 struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
1703 boolean in_group[NUM_GROUP_ELEMENTS];
1706 boolean can_leave_element; /* element can leave other element behind */
1707 boolean can_leave_element_last;
1710 /* ---------- internal values used in level editor ---------- */
1712 int access_type; /* walkable or passable */
1713 int access_layer; /* accessible over/inside/under */
1714 int access_protected; /* protection against deadly elements */
1715 int walk_to_action; /* diggable/collectible/pushable */
1716 int smash_targets; /* can smash player/enemies/everything */
1717 int deadliness; /* deadly when running/colliding/touching */
1718 int consistency; /* indestructible/can explode */
1720 boolean can_explode_by_fire; /* element explodes by fire */
1721 boolean can_explode_smashed; /* element explodes when smashed */
1722 boolean can_explode_impact; /* element explodes on impact */
1724 boolean modified_settings; /* set for all modified custom elements */
1729 char *token_name; /* font token used in config files */
1731 int graphic; /* default graphic for this font */
1732 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1733 /* special graphics for certain screens */
1734 int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1735 /* internal bitmap ID for special graphics */
1741 int src_x, src_y; /* start position of animation frames */
1742 int width, height; /* width/height of each animation frame */
1743 int offset_x, offset_y; /* x/y offset to next animation frame */
1745 int anim_frames_per_line;
1746 int anim_start_frame;
1747 int anim_delay; /* important: delay of 1 means "no delay"! */
1749 boolean anim_global_sync;
1750 int crumbled_like; /* element for cloning crumble graphics */
1751 int diggable_like; /* element for cloning digging graphics */
1752 int border_size; /* border size for "crumbled" graphics */
1754 int anim_delay_fixed; /* optional delay values for bored and */
1755 int anim_delay_random; /* sleeping player animations (animation */
1756 int post_delay_fixed; /* intervall and following pause before */
1757 int post_delay_random; /* next intervall (bored animation only) */
1759 int step_offset; /* optional step offset of toon animations */
1760 int step_delay; /* optional step delay of toon animations */
1762 int draw_x, draw_y; /* optional offset for drawing fonts chars */
1764 int draw_masked; /* optional setting for drawing envelope gfx */
1766 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1767 Pixmap clip_mask; /* single-graphic-only clip mask for X11 */
1768 GC clip_gc; /* single-graphic-only clip gc for X11 */
1782 struct MusicPrefixInfo
1785 boolean is_loop_music;
1788 struct MusicFileInfo
1793 char *artist_header;
1806 struct MusicFileInfo *next;
1809 struct ElementActionInfo
1813 boolean is_loop_sound;
1816 struct ElementDirectionInfo
1822 struct SpecialSuffixInfo
1839 extern GC tile_clip_gc;
1840 extern Bitmap *pix[];
1842 extern Bitmap *bitmap_db_field, *bitmap_db_door;
1843 extern Pixmap tile_clipmask[];
1844 extern DrawBuffer *fieldbuffer;
1845 extern DrawBuffer *drawto_field;
1847 extern int game_status;
1848 extern boolean level_editor_test_game;
1849 extern boolean network_playing;
1851 extern int key_joystick_mapping;
1853 extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
1854 extern int redraw_x1, redraw_y1;
1856 extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1857 extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1858 extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1859 extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1860 extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1861 extern short ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1862 extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1863 extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1864 extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1865 extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1866 extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1867 extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1868 extern unsigned long Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1869 extern unsigned long ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1870 extern short WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1871 extern short WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1872 extern short CheckCollision[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1873 extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1874 extern short AmoebaCnt[MAX_NUM_AMOEBA];
1875 extern short AmoebaCnt2[MAX_NUM_AMOEBA];
1876 extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1877 extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1878 extern short ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1879 extern int RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1880 extern int PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1882 extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
1884 extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1885 extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1886 extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1887 extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1888 extern int GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1890 extern int lev_fieldx, lev_fieldy;
1891 extern int scroll_x, scroll_y;
1894 extern int ScrollStepSize;
1895 extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
1896 extern int BorderElement;
1897 extern int GameFrameDelay;
1898 extern int FfwdFrameDelay;
1899 extern int BX1, BY1;
1900 extern int BX2, BY2;
1901 extern int SBX_Left, SBX_Right;
1902 extern int SBY_Upper, SBY_Lower;
1904 extern int ExitX, ExitY;
1905 extern int AllPlayersGone;
1907 extern int TimeFrames, TimePlayed, TimeLeft, TapeTime;
1908 extern boolean SiebAktiv;
1909 extern int SiebCount;
1911 extern boolean network_player_action_received;
1913 extern int graphics_action_mapping[];
1915 extern struct LevelSetInfo levelset;
1916 extern struct LevelInfo level, level_template;
1917 extern struct PlayerInfo stored_player[], *local_player;
1918 extern struct HiScore highscore[];
1919 extern struct TapeInfo tape;
1920 extern struct GameInfo game;
1921 extern struct GlobalInfo global;
1922 extern struct MenuInfo menu;
1923 extern struct DoorInfo door_1, door_2;
1924 extern struct ElementInfo element_info[];
1925 extern struct ElementActionInfo element_action_info[];
1926 extern struct ElementDirectionInfo element_direction_info[];
1927 extern struct SpecialSuffixInfo special_suffix_info[];
1928 extern struct TokenIntPtrInfo image_config_vars[];
1929 extern struct FontInfo font_info[];
1930 extern struct MusicPrefixInfo music_prefix_info[];
1931 extern struct GraphicInfo *graphic_info;
1932 extern struct SoundInfo *sound_info;
1933 extern struct MusicInfo *music_info;
1934 extern struct MusicFileInfo *music_file_info;
1935 extern struct HelpAnimInfo *helpanim_info;
1936 extern SetupFileHash *helptext_info;
1937 extern struct ConfigInfo image_config[];
1938 extern struct ConfigInfo sound_config[];
1939 extern struct ConfigInfo music_config[];
1940 extern struct ConfigInfo image_config_suffix[];
1941 extern struct ConfigInfo sound_config_suffix[];
1942 extern struct ConfigInfo music_config_suffix[];
1943 extern struct ConfigInfo helpanim_config[];
1944 extern struct ConfigInfo helptext_config[];