rnd-20030902-1-src
[rocksndiamonds.git] / src / main.h
index ff990234d956287476efc9b704d61d1aa91e992e..68ad89ca303d0a240c3c656f0e3d25204e26c355 100644 (file)
@@ -33,6 +33,7 @@
 #define IMG_UNDEFINED          (-1)
 #define IMG_EMPTY              IMG_EMPTY_SPACE
 #define IMG_SP_EMPTY           IMG_SP_EMPTY_SPACE
+#define IMG_EXPLOSION          IMG_DEFAULT_EXPLODING
 #define IMG_CHAR_START         IMG_CHAR_SPACE
 #define IMG_CUSTOM_START       IMG_CUSTOM_1
 
 
 /* values for configurable properties (custom elem's only, else pre-defined) */
 #define EP_DIGGABLE            0
-#define EP_COLLECTIBLE         1
-#define EP_UNUSED_2            2
-#define EP_UNUSED_3            3
-#define EP_UNUSED_4            4
+#define EP_COLLECTIBLE_ONLY    1
+#define EP_DONT_RUN_INTO       2
+#define EP_DONT_COLLIDE_WITH   3
+#define EP_DONT_TOUCH          4
 #define EP_INDESTRUCTIBLE      5
 #define EP_SLIPPERY            6
-#define EP_UNUSED_7            7
-#define EP_UNUSED_8            8
+#define EP_CAN_CHANGE          7
+#define EP_CAN_MOVE            8
 #define EP_CAN_FALL            9
-#define EP_CAN_SMASH           10
-#define EP_WALKABLE_OVER       11
-#define EP_WALKABLE_INSIDE     12
-#define EP_WALKABLE_UNDER      13
-#define EP_PASSABLE_OVER       14
-#define EP_PASSABLE_INSIDE     15
-#define EP_PASSABLE_UNDER      16
-#define EP_UNUSED_17           17
-#define EP_UNUSED_18           18
-#define EP_UNUSED_19           19
-#define EP_UNUSED_20           20
-#define EP_UNUSED_21           21
-#define EP_UNUSED_22           22
-#define EP_UNUSED_23           23
+#define EP_CAN_SMASH_PLAYER    10
+#define EP_CAN_SMASH_ENEMIES   11
+#define EP_CAN_SMASH_EVERYTHING        12
+#define EP_CAN_EXPLODE_BY_FIRE 13
+#define EP_CAN_EXPLODE_SMASHED 14
+#define EP_CAN_EXPLODE_IMPACT  15
+#define EP_WALKABLE_OVER       16
+#define EP_WALKABLE_INSIDE     17
+#define EP_WALKABLE_UNDER      18
+#define EP_PASSABLE_OVER       19
+#define EP_PASSABLE_INSIDE     20
+#define EP_PASSABLE_UNDER      21
+#define EP_DROPPABLE           22
+#define EP_CAN_EXPLODE_1X1     23
 #define EP_PUSHABLE            24
 
 /* values for special configurable properties (depending on level settings) */
-#define EP_EM_SLIPPERY_WALL    25
+#define EP_EM_SLIPPERY_WALL    32
+
+/* values for special graphics properties (no effect on game engine) */
+#define EP_CAN_BE_CRUMBLED     33
 
 /* values for pre-defined properties */
-#define EP_PLAYER              26
-#define EP_CAN_BE_CRUMBLED     27
-#define EP_CAN_MOVE            28
-#define EP_CAN_PASS_MAGIC_WALL 29
-#define EP_SWITCHABLE          30
-#define EP_DONT_TOUCH          31
-#define EP_ENEMY               32
-#define EP_DONT_GO_TO          33
-#define EP_CAN_EXPLODE         34
-#define EP_BD_ELEMENT          35
-#define EP_SP_ELEMENT          36
-#define EP_SB_ELEMENT          37
-#define EP_GEM                 38
-#define EP_FOOD_DARK_YAMYAM    39
-#define EP_FOOD_PENGUIN                40
-#define EP_FOOD_PIG            41
-#define EP_HISTORIC_WALL       42
-#define EP_HISTORIC_SOLID      43
-#define EP_BELT                        44
-#define EP_BELT_ACTIVE         45
-#define EP_BELT_SWITCH         46
-#define EP_TUBE                        47
-#define EP_KEYGATE             48
-#define EP_AMOEBOID            49
-#define EP_AMOEBALIVE          50
-#define EP_HAS_CONTENT         51
-#define EP_ACTIVE_BOMB         52
-#define EP_INACTIVE            53
+#define EP_PLAYER              34
+#define EP_CAN_PASS_MAGIC_WALL 35
+#define EP_SWITCHABLE          36
+#define EP_BD_ELEMENT          37
+#define EP_SP_ELEMENT          38
+#define EP_SB_ELEMENT          39
+#define EP_GEM                 40
+#define EP_FOOD_DARK_YAMYAM    41
+#define EP_FOOD_PENGUIN                42
+#define EP_FOOD_PIG            43
+#define EP_HISTORIC_WALL       44
+#define EP_HISTORIC_SOLID      45
+#define EP_CLASSIC_ENEMY       46
+#define EP_BELT                        47
+#define EP_BELT_ACTIVE         48
+#define EP_BELT_SWITCH         49
+#define EP_TUBE                        50
+#define EP_KEYGATE             51
+#define EP_AMOEBOID            52
+#define EP_AMOEBALIVE          53
+#define EP_HAS_CONTENT         54
+#define EP_ACTIVE_BOMB         55
+#define EP_INACTIVE            56
 
 /* values for derived properties (determined from properties above) */
-#define EP_ACCESSIBLE_OVER     54
-#define EP_ACCESSIBLE_INSIDE   55
-#define EP_ACCESSIBLE_UNDER    56
-#define EP_WALKABLE            57
-#define EP_PASSABLE            58
-#define EP_ACCESSIBLE          59
-#define EP_SNAPPABLE           60
-#define EP_WALL                        61
-#define EP_SOLID_FOR_PUSHING   62
-#define EP_DRAGONFIRE_PROOF    63
-#define EP_EXPLOSION_PROOF     64
-
-#define NUM_ELEMENT_PROPERTIES 65
+#define EP_ACCESSIBLE_OVER     57
+#define EP_ACCESSIBLE_INSIDE   58
+#define EP_ACCESSIBLE_UNDER    59
+#define EP_WALKABLE            60
+#define EP_PASSABLE            61
+#define EP_ACCESSIBLE          62
+#define EP_COLLECTIBLE         63
+#define EP_SNAPPABLE           64
+#define EP_WALL                        65
+#define EP_SOLID_FOR_PUSHING   66
+#define EP_DRAGONFIRE_PROOF    67
+#define EP_EXPLOSION_PROOF     68
+#define EP_CAN_SMASH           69
+#define EP_CAN_EXPLODE         70
+#define EP_CAN_EXPLODE_3X3     71
+
+/* values for internal purpose only (level editor) */
+#define EP_EXPLODE_RESULT      72
+#define EP_WALK_TO_OBJECT      73
+#define EP_DEADLY              74
+
+#define NUM_ELEMENT_PROPERTIES 75
 
 #define NUM_EP_BITFIELDS       ((NUM_ELEMENT_PROPERTIES + 31) / 32)
 #define EP_BITFIELD_BASE       0
 #define EP_BITMASK_DEFAULT     0
 
 #define PROPERTY_BIT(p)                (1 << ((p) % 32))
-#define PROPERTY_VAR(e, p)     (Properties[e][(p) / 32])
-#define HAS_PROPERTY(e, p)     ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
-#define SET_PROPERTY(e, p, v)  ((v) ?                                     \
+#define PROPERTY_VAR(e,p)      (Properties[e][(p) / 32])
+#define HAS_PROPERTY(e,p)      ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
+#define SET_PROPERTY(e,p,v)    ((v) ?                                     \
                                 (PROPERTY_VAR(e,p) |=  PROPERTY_BIT(p)) : \
                                 (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
 
+
+/* values for change events for custom elements (stored in level file) */
+#define CE_DELAY               0
+#define CE_TOUCHED_BY_PLAYER   1
+#define CE_PRESSED_BY_PLAYER   2
+#define CE_PUSHED_BY_PLAYER    3
+#define CE_DROPPED_BY_PLAYER   4
+#define CE_COLLISION           5
+#define CE_IMPACT              6
+#define CE_SMASHED             7
+#define CE_OTHER_IS_TOUCHING   8
+#define CE_OTHER_IS_CHANGING   9
+#define CE_OTHER_IS_EXPLODING  10
+#define CE_OTHER_GETS_TOUCHED  11
+#define CE_OTHER_GETS_PRESSED  12
+#define CE_OTHER_GETS_PUSHED   13
+#define CE_OTHER_GETS_COLLECTED        14
+#define CE_OTHER_GETS_DROPPED  15
+
+/* values for activating change events (also stored in level file!) */
+#define CE_BY_PLAYER           16
+#define CE_BY_COLLISION                17
+#define CE_BY_OTHER            18
+
+#define NUM_CHANGE_EVENTS      19
+
+#define CE_BITMASK_DEFAULT     0
+
+#define CH_EVENT_BIT(c)                (1 << (c))
+#define CH_EVENT_VAR(e)                (element_info[e].change->events)
+#define CH_ANY_EVENT_VAR(e)    (element_info[e].change_events)
+
+#define HAS_CHANGE_EVENT(e,c)  (IS_CUSTOM_ELEMENT(e) &&                  \
+                                (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
+#define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) &&               \
+                                (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
+#define SET_CHANGE_EVENT(e,c,v)        (IS_CUSTOM_ELEMENT(e) ?                   \
+                                ((v) ?                                   \
+                                 (CH_EVENT_VAR(e) |=  CH_EVENT_BIT(c)) : \
+                                 (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
+
+/* values for change power for custom elements */
+#define CP_NON_DESTRUCTIVE     0
+#define CP_HALF_DESTRUCTIVE    1
+#define CP_FULL_DESTRUCTIVE    2
+
+/* values for special move patterns (bits 0-3: basic move directions) */
+#define MV_BIT_TOWARDS_PLAYER  4
+#define MV_BIT_AWAY_FROM_PLAYER        5
+#define MV_BIT_ALONG_LEFT_SIDE 6
+#define MV_BIT_ALONG_RIGHT_SIDE        7
+#define MV_BIT_TURNING_LEFT    8
+#define MV_BIT_TURNING_RIGHT   9
+
+/* values for special move patterns for custom elements */
+#define MV_HORIZONTAL          (MV_LEFT | MV_RIGHT)
+#define MV_VERTICAL            (MV_UP | MV_DOWN)
+#define MV_ALL_DIRECTIONS      (MV_HORIZONTAL | MV_VERTICAL)
+#define MV_ANY_DIRECTION       (MV_ALL_DIRECTIONS)
+#define MV_TOWARDS_PLAYER      (1 << MV_BIT_TOWARDS_PLAYER)
+#define MV_AWAY_FROM_PLAYER    (1 << MV_BIT_AWAY_FROM_PLAYER)
+#define MV_ALONG_LEFT_SIDE     (1 << MV_BIT_ALONG_LEFT_SIDE)
+#define MV_ALONG_RIGHT_SIDE    (1 << MV_BIT_ALONG_RIGHT_SIDE)
+#define MV_TURNING_LEFT                (1 << MV_BIT_TURNING_LEFT)
+#define MV_TURNING_RIGHT       (1 << MV_BIT_TURNING_RIGHT)
+
+/* values for slippery property for custom elements */
+#define SLIPPERY_ANY_RANDOM    0
+#define SLIPPERY_ANY_LEFT_RIGHT        1
+#define SLIPPERY_ANY_RIGHT_LEFT        2
+#define SLIPPERY_ONLY_LEFT     3
+#define SLIPPERY_ONLY_RIGHT    4
+
 /* macros for configurable properties */
 #define IS_DIGGABLE(e)         HAS_PROPERTY(e, EP_DIGGABLE)
-#define IS_COLLECTIBLE(e)      HAS_PROPERTY(e, EP_COLLECTIBLE)
+#define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
+#define DONT_RUN_INTO(e)       HAS_PROPERTY(e, EP_DONT_RUN_INTO)
+#define DONT_COLLIDE_WITH(e)   HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
+#define DONT_TOUCH(e)          HAS_PROPERTY(e, EP_DONT_TOUCH)
 #define IS_INDESTRUCTIBLE(e)   HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
 #define IS_SLIPPERY(e)         HAS_PROPERTY(e, EP_SLIPPERY)
+#define CAN_CHANGE(e)          HAS_PROPERTY(e, EP_CAN_CHANGE)
+#define CAN_MOVE(e)            HAS_PROPERTY(e, EP_CAN_MOVE)
 #define CAN_FALL(e)            HAS_PROPERTY(e, EP_CAN_FALL)
-#define CAN_SMASH(e)           HAS_PROPERTY(e, EP_CAN_SMASH)
+#define CAN_SMASH_PLAYER(e)    HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
+#define CAN_SMASH_ENEMIES(e)   HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
+#define CAN_SMASH_EVERYTHING(e)        HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
+#define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
+#define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
+#define CAN_EXPLODE_IMPACT(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
 #define IS_WALKABLE_OVER(e)    HAS_PROPERTY(e, EP_WALKABLE_OVER)
 #define IS_WALKABLE_INSIDE(e)  HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
 #define IS_WALKABLE_UNDER(e)   HAS_PROPERTY(e, EP_WALKABLE_UNDER)
 #define IS_PASSABLE_OVER(e)    HAS_PROPERTY(e, EP_PASSABLE_OVER)
 #define IS_PASSABLE_INSIDE(e)  HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
 #define IS_PASSABLE_UNDER(e)   HAS_PROPERTY(e, EP_PASSABLE_UNDER)
+#define IS_DROPPABLE(e)                HAS_PROPERTY(e, EP_DROPPABLE)
+#define CAN_EXPLODE_1X1(e)     HAS_PROPERTY(e, EP_CAN_EXPLODE_1X1)
 #define IS_PUSHABLE(e)         HAS_PROPERTY(e, EP_PUSHABLE)
 
 /* macros for special configurable properties */
 #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
 
+/* macros for special graphics properties */
+#define CAN_BE_CRUMBLED(e)     HAS_PROPERTY(GFX_ELEMENT(e),EP_CAN_BE_CRUMBLED)
+
 /* macros for pre-defined properties */
 #define ELEM_IS_PLAYER(e)      HAS_PROPERTY(e, EP_PLAYER)
-#define CAN_BE_CRUMBLED(e)     HAS_PROPERTY(e, EP_CAN_BE_CRUMBLED)
-#define CAN_MOVE(e)            HAS_PROPERTY(e, EP_CAN_MOVE)
 #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
 #define IS_SWITCHABLE(e)       HAS_PROPERTY(e, EP_SWITCHABLE)
-#define DONT_TOUCH(e)          HAS_PROPERTY(e, EP_DONT_TOUCH)
-#define IS_ENEMY(e)            HAS_PROPERTY(e, EP_ENEMY)
-#define DONT_GO_TO(e)          HAS_PROPERTY(e, EP_DONT_GO_TO)
-#define IS_CAN_EXPLODE(e)      HAS_PROPERTY(e, EP_CAN_EXPLODE)
 #define IS_BD_ELEMENT(e)       HAS_PROPERTY(e, EP_BD_ELEMENT)
 #define IS_SP_ELEMENT(e)       HAS_PROPERTY(e, EP_SP_ELEMENT)
 #define IS_SB_ELEMENT(e)       HAS_PROPERTY(e, EP_SB_ELEMENT)
 #define IS_FOOD_PIG(e)         HAS_PROPERTY(e, EP_FOOD_PIG)
 #define IS_HISTORIC_WALL(e)    HAS_PROPERTY(e, EP_HISTORIC_WALL)
 #define IS_HISTORIC_SOLID(e)   HAS_PROPERTY(e, EP_HISTORIC_SOLID)
+#define IS_CLASSIC_ENEMY(e)    HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
 #define IS_BELT(e)             HAS_PROPERTY(e, EP_BELT)
 #define IS_BELT_ACTIVE(e)      HAS_PROPERTY(e, EP_BELT_ACTIVE)
 #define IS_BELT_SWITCH(e)      HAS_PROPERTY(e, EP_BELT_SWITCH)
 #define IS_ACCESSIBLE_OVER(e)  HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
 #define IS_ACCESSIBLE_INSIDE(e)        HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
 #define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
-#define IS_SNAPPABLE(e)                HAS_PROPERTY(e, EP_SNAPPABLE)
 #define IS_WALKABLE(e)         HAS_PROPERTY(e, EP_WALKABLE)
 #define IS_PASSABLE(e)         HAS_PROPERTY(e, EP_PASSABLE)
 #define IS_ACCESSIBLE(e)       HAS_PROPERTY(e, EP_ACCESSIBLE)
+#define IS_COLLECTIBLE(e)      HAS_PROPERTY(e, EP_COLLECTIBLE)
+#define IS_SNAPPABLE(e)                HAS_PROPERTY(e, EP_SNAPPABLE)
 #define IS_WALL(e)             HAS_PROPERTY(e, EP_WALL)
 #define IS_SOLID_FOR_PUSHING(e)        HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
 #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
 #define IS_EXPLOSION_PROOF(e)  HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
+#define CAN_SMASH(e)           HAS_PROPERTY(e, EP_CAN_SMASH)
+#define CAN_EXPLODE(e)         HAS_PROPERTY(e, EP_CAN_EXPLODE)
+#define CAN_EXPLODE_3X3(e)     HAS_PROPERTY(e, EP_CAN_EXPLODE_3X3)
 
-#define IS_CUSTOM_ELEMENT(e)   ((e) >= EL_CUSTOM_START &&      \
+/* special macros used in game engine */
+#define IS_CUSTOM_ELEMENT(e)   ((e) >= EL_CUSTOM_START &&              \
                                 (e) <= EL_CUSTOM_END)
 
+#define GFX_ELEMENT(e)         (element_info[e].use_gfx_element ?      \
+                                element_info[e].gfx_element : e)
+
 #define IS_PLAYER(x,y)         (ELEM_IS_PLAYER(StorePlayer[x][y]))
 
 #define IS_FREE(x,y)           (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x,y))
 #define IS_LOOP_SOUND(s)       (sound_info[s].loop)
 
 
-#if 0
-
-/* Bitmaps with graphic file */
-#define PIX_BACK               0
-#define PIX_DOOR               1
-#define PIX_TOONS              2
-#define PIX_FONT_BIG           3
-#define PIX_FONT_SMALL         4
-#define PIX_FONT_MEDIUM                5
-#define PIX_FONT_EM            6
-/* Bitmaps without graphic file */
-#define PIX_DB_DOOR            7
-#define PIX_DB_FIELD           8
-
-#define NUM_PICTURES           7
-#define NUM_BITMAPS            9
-
-#else
-
-/* Bitmaps with graphic file */
-#define PIX_BACK               0
-#define PIX_ELEMENTS           1
-#define PIX_DOOR               2
-#define PIX_HEROES             3
-#define PIX_TOONS              4
-#define PIX_SP                 5
-#define PIX_DC                 6
-#define PIX_MORE               7
-#define PIX_FONT_BIG           8
-#define PIX_FONT_SMALL         9
-#define PIX_FONT_MEDIUM                10
-#define PIX_FONT_EM            11
-/* Bitmaps without graphic file */
-#define PIX_DB_DOOR            12
-#define PIX_DB_FIELD           13
-
-#define NUM_PICTURES           12
-#define NUM_BITMAPS            14
-
-#endif
+/* fundamental game speed values */
+#define GAME_FRAME_DELAY       20      /* frame delay in milliseconds */
+#define FFWD_FRAME_DELAY       10      /* 200% speed for fast forward */
+#define FRAMES_PER_SECOND      (1000 / GAME_FRAME_DELAY)
+#define MICROLEVEL_SCROLL_DELAY        50      /* delay for scrolling micro level */
+#define MICROLEVEL_LABEL_DELAY 250     /* delay for micro level label */
 
 /* boundaries of arrays etc. */
 #define MAX_LEVEL_NAME_LEN     32
 #define MAX_LEVEL_AUTHOR_LEN   32
-#define MAX_TAPELEN            (1000 * 50)     /* max. time * framerate */
+#define MAX_ELEMENT_NAME_LEN   32
+#define MAX_TAPELEN            (1000 * FRAMES_PER_SECOND) /* max.time x fps */
 #define MAX_SCORE_ENTRIES      100
-#if 0
-#define MAX_ELEMENTS           700             /* 500 static + 200 runtime */
-#define MAX_GRAPHICS           1536            /* see below: NUM_TILES */
-#endif
 #define MAX_NUM_AMOEBA         100
+#define MAX_INVENTORY_SIZE     1000
+#define MIN_ENVELOPE_XSIZE     1
+#define MIN_ENVELOPE_YSIZE     1
+#define MAX_ENVELOPE_XSIZE     30
+#define MAX_ENVELOPE_YSIZE     20
+#define MAX_ENVELOPE_TEXT_LEN  (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
+#define MIN_CHANGE_PAGES       1
+#define MAX_CHANGE_PAGES       10
 
 /* values for elements with content */
 #define MIN_ELEMENT_CONTENTS   1
 
 #define LEVEL_SCORE_ELEMENTS   16      /* level elements with score */
 
-/* fundamental game speed values */
-#define GAME_FRAME_DELAY       20      /* frame delay in milliseconds */
-#define FFWD_FRAME_DELAY       10      /* 200% speed for fast forward */
-#define FRAMES_PER_SECOND      (1000 / GAME_FRAME_DELAY)
-#define MICROLEVEL_SCROLL_DELAY        50      /* delay for scrolling micro level */
-#define MICROLEVEL_LABEL_DELAY 250     /* delay for micro level label */
-
 /* often used screen positions */
 #define SX                     8
 #define SY                     8
 #define EL_EMPTY                       EL_EMPTY_SPACE
 #define EL_SAND                                1
 #define EL_WALL                                2
-#define EL_WALL_CRUMBLED               3
+#define EL_WALL_SLIPPERY               3
 #define EL_ROCK                                4
 #define EL_KEY_OBSOLETE                        5 /* obsolete; mapped to EL_KEY_1 */
 #define EL_EMERALD                     6
 #define EL_MOLE_RIGHT                  312
 #define EL_MOLE_UP                     313
 #define EL_MOLE_DOWN                   314
-#define EL_STEELWALL_SLANTED           315
+#define EL_STEELWALL_SLIPPERY          315
 #define EL_INVISIBLE_SAND              316
 #define EL_DX_UNKNOWN_15               317
 #define EL_DX_UNKNOWN_42               318
 
 #include "conf_cus.h"  /* include auto-generated data structure definitions */
 
-#define EL_CUSTOM_END                  (EL_CUSTOM_START + 127)
+#define NUM_CUSTOM_ELEMENTS            256
 
-#define NUM_CUSTOM_ELEMENTS            128
-#define NUM_FILE_ELEMENTS              488
+#define EL_CUSTOM_END          (EL_CUSTOM_START + NUM_CUSTOM_ELEMENTS - 1)
+#define NUM_FILE_ELEMENTS      (EL_CUSTOM_START + NUM_CUSTOM_ELEMENTS)
 
 
 /* "real" (and therefore drawable) runtime elements */
 #define EL_BLOCKED                     (EL_FIRST_RUNTIME_UNREAL + 0)
 #define EL_EXPLOSION                   (EL_FIRST_RUNTIME_UNREAL + 1)
 #define EL_NUT_BREAKING                        (EL_FIRST_RUNTIME_UNREAL + 2)
-#define EL_ACID_SPLASH_LEFT            (EL_FIRST_RUNTIME_UNREAL + 3)
-#define EL_ACID_SPLASH_RIGHT           (EL_FIRST_RUNTIME_UNREAL + 4)
-#define EL_AMOEBA_GROWING              (EL_FIRST_RUNTIME_UNREAL + 5)
-#define EL_AMOEBA_SHRINKING            (EL_FIRST_RUNTIME_UNREAL + 6)
-#define EL_EXPANDABLE_WALL_GROWING     (EL_FIRST_RUNTIME_UNREAL + 7)
-#define EL_FLAMES                      (EL_FIRST_RUNTIME_UNREAL + 8)
-#define EL_PLAYER_IS_LEAVING           (EL_FIRST_RUNTIME_UNREAL + 9)
-#define EL_QUICKSAND_FILLING           (EL_FIRST_RUNTIME_UNREAL + 10)
-#define EL_MAGIC_WALL_FILLING          (EL_FIRST_RUNTIME_UNREAL + 11)
-#define EL_BD_MAGIC_WALL_FILLING       (EL_FIRST_RUNTIME_UNREAL + 12)
+#define EL_DIAMOND_BREAKING            (EL_FIRST_RUNTIME_UNREAL + 3)
+#define EL_ACID_SPLASH_LEFT            (EL_FIRST_RUNTIME_UNREAL + 4)
+#define EL_ACID_SPLASH_RIGHT           (EL_FIRST_RUNTIME_UNREAL + 5)
+#define EL_AMOEBA_GROWING              (EL_FIRST_RUNTIME_UNREAL + 6)
+#define EL_AMOEBA_SHRINKING            (EL_FIRST_RUNTIME_UNREAL + 7)
+#define EL_EXPANDABLE_WALL_GROWING     (EL_FIRST_RUNTIME_UNREAL + 8)
+#define EL_FLAMES                      (EL_FIRST_RUNTIME_UNREAL + 9)
+#define EL_PLAYER_IS_LEAVING           (EL_FIRST_RUNTIME_UNREAL + 10)
+#define EL_QUICKSAND_FILLING           (EL_FIRST_RUNTIME_UNREAL + 11)
+#define EL_MAGIC_WALL_FILLING          (EL_FIRST_RUNTIME_UNREAL + 12)
+#define EL_BD_MAGIC_WALL_FILLING       (EL_FIRST_RUNTIME_UNREAL + 13)
 
 /* dummy elements (never used as game elements, only used as graphics) */
-#define EL_FIRST_DUMMY                 (EL_FIRST_RUNTIME_UNREAL + 13)
+#define EL_FIRST_DUMMY                 (EL_FIRST_RUNTIME_UNREAL + 14)
 
 #define EL_STEELWALL_TOPLEFT                   (EL_FIRST_DUMMY + 0)
 #define EL_STEELWALL_TOPRIGHT                  (EL_FIRST_DUMMY + 1)
 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT     (EL_FIRST_DUMMY + 9)
 #define EL_INVISIBLE_STEELWALL_HORIZONTAL      (EL_FIRST_DUMMY + 10)
 #define EL_INVISIBLE_STEELWALL_VERTICAL                (EL_FIRST_DUMMY + 11)
-#define EL_SAND_CRUMBLED                       (EL_FIRST_DUMMY + 12)
+#define EL_DYNABOMB                            (EL_FIRST_DUMMY + 12)
 #define EL_DYNABOMB_ACTIVE                     (EL_FIRST_DUMMY + 13)
-#define EL_SHIELD_NORMAL_ACTIVE                        (EL_FIRST_DUMMY + 14)
-#define EL_SHIELD_DEADLY_ACTIVE                        (EL_FIRST_DUMMY + 15)
+#define EL_DYNABOMB_PLAYER_1                   (EL_FIRST_DUMMY + 14)
+#define EL_DYNABOMB_PLAYER_2                   (EL_FIRST_DUMMY + 15)
+#define EL_DYNABOMB_PLAYER_3                   (EL_FIRST_DUMMY + 16)
+#define EL_DYNABOMB_PLAYER_4                   (EL_FIRST_DUMMY + 17)
+#define EL_SHIELD_NORMAL_ACTIVE                        (EL_FIRST_DUMMY + 18)
+#define EL_SHIELD_DEADLY_ACTIVE                        (EL_FIRST_DUMMY + 19)
+#define EL_DEFAULT                             (EL_FIRST_DUMMY + 20)
+#define EL_BD_DEFAULT                          (EL_FIRST_DUMMY + 21)
+#define EL_SP_DEFAULT                          (EL_FIRST_DUMMY + 22)
+#define EL_SB_DEFAULT                          (EL_FIRST_DUMMY + 23)
 
-#define MAX_NUM_ELEMENTS                       (EL_FIRST_DUMMY + 16)
+#define MAX_NUM_ELEMENTS                       (EL_FIRST_DUMMY + 24)
 
 
 /* values for graphics/sounds action types */
 #define ACTION_COLLECTING                      6
 #define ACTION_DROPPING                                7
 #define ACTION_PUSHING                         8
-#define ACTION_PASSING                         9
-#define ACTION_IMPACT                          10
-#define ACTION_BREAKING                                11
-#define ACTION_ACTIVATING                      12
-#define ACTION_DEACTIVATING                    13
-#define ACTION_OPENING                         14
-#define ACTION_CLOSING                         15
-#define ACTION_ATTACKING                       16
-#define ACTION_GROWING                         17
-#define ACTION_SHRINKING                       18
-#define ACTION_ACTIVE                          19
-#define ACTION_FILLING                         20
-#define ACTION_EMPTYING                                21
-#define ACTION_CHANGING                                22
-#define ACTION_EXPLODING                       23
-#define ACTION_DYING                           24
-#define ACTION_OTHER                           25
-
-#define NUM_ACTIONS                            26
+#define ACTION_WALKING                         9
+#define ACTION_PASSING                         10
+#define ACTION_IMPACT                          11
+#define ACTION_BREAKING                                12
+#define ACTION_ACTIVATING                      13
+#define ACTION_DEACTIVATING                    14
+#define ACTION_OPENING                         15
+#define ACTION_CLOSING                         16
+#define ACTION_ATTACKING                       17
+#define ACTION_GROWING                         18
+#define ACTION_SHRINKING                       19
+#define ACTION_ACTIVE                          20
+#define ACTION_FILLING                         21
+#define ACTION_EMPTYING                                22
+#define ACTION_CHANGING                                23
+#define ACTION_EXPLODING                       24
+#define ACTION_DYING                           25
+#define ACTION_OTHER                           26
+
+#define NUM_ACTIONS                            27
 
 /* values for special image configuration suffixes (must match game mode) */
 #define GFX_SPECIAL_ARG_MAIN                   0
 #define GFX_SPECIAL_ARG_EDITOR                 3
 #define GFX_SPECIAL_ARG_INFO                   4
 #define GFX_SPECIAL_ARG_SETUP                  5
-#define GFX_SPECIAL_ARG_DOOR                   6
-#define GFX_SPECIAL_ARG_PREVIEW                        7
+#define GFX_SPECIAL_ARG_PLAYING                        6
+#define GFX_SPECIAL_ARG_DOOR                   7
+#define GFX_SPECIAL_ARG_PREVIEW                        8
+#define GFX_SPECIAL_ARG_CRUMBLED               9
 
-#define NUM_SPECIAL_GFX_ARGS                   8
+#define NUM_SPECIAL_GFX_ARGS                   10
 
 
 /* values for image configuration suffixes */
 #define GFX_ARG_DELAY                          13
 #define GFX_ARG_ANIM_MODE                      14
 #define GFX_ARG_GLOBAL_SYNC                    15
-#define GFX_ARG_STEP_OFFSET                    16
-#define GFX_ARG_STEP_DELAY                     17
-#define GFX_ARG_DIRECTION                      18
-#define GFX_ARG_POSITION                       19
-#define GFX_ARG_DRAW_XOFFSET                   20
-#define GFX_ARG_DRAW_YOFFSET                   21
-#define GFX_ARG_NAME                           22
+#define GFX_ARG_CRUMBLED_LIKE                  16
+#define GFX_ARG_DIGGABLE_LIKE                  17
+#define GFX_ARG_STEP_OFFSET                    18
+#define GFX_ARG_STEP_DELAY                     19
+#define GFX_ARG_DIRECTION                      20
+#define GFX_ARG_POSITION                       21
+#define GFX_ARG_DRAW_XOFFSET                   22
+#define GFX_ARG_DRAW_YOFFSET                   23
+#define GFX_ARG_NAME                           24
 
-#define NUM_GFX_ARGS                           23
+#define NUM_GFX_ARGS                           25
 
 
 /* values for sound configuration suffixes */
 #define GAME_MODE_EDITOR                       3
 #define GAME_MODE_INFO                         4
 #define GAME_MODE_SETUP                                5
-#define GAME_MODE_PSEUDO_DOOR                  6
-#define GAME_MODE_PSEUDO_PREVIEW               7
+#define GAME_MODE_PLAYING                      6
+#define GAME_MODE_PSEUDO_DOOR                  7
+#define GAME_MODE_PSEUDO_PREVIEW               8
+#define GAME_MODE_PSEUDO_CRUMBLED              9
 
 /* there are no special config file suffixes for these modes */
-#define GAME_MODE_PLAYING                      8
-#define GAME_MODE_PSEUDO_TYPENAME              9
-#define GAME_MODE_QUIT                         10
+#define GAME_MODE_PSEUDO_TYPENAME              10
+#define GAME_MODE_QUIT                         11
 
-#define PROGRAM_VERSION_MAJOR  2
-#define PROGRAM_VERSION_MINOR  2
-#define PROGRAM_VERSION_PATCH  0
-#define PROGRAM_VERSION_STRING "2.2.0rc7"
+#define PROGRAM_VERSION_MAJOR  3
+#define PROGRAM_VERSION_MINOR  0
+#define PROGRAM_VERSION_PATCH  3
+#define PROGRAM_VERSION_RELEASE        0
+#define PROGRAM_VERSION_STRING "3.0.3"
 
 #define PROGRAM_TITLE_STRING   "Rocks'n'Diamonds"
 #define PROGRAM_AUTHOR_STRING  "Holger Schemel"
 #define GAME_VERSION_1_4       FILE_VERSION_1_4
 #define GAME_VERSION_2_0       FILE_VERSION_2_0
 
-#define GAME_VERSION_ACTUAL    VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
+#define GAME_VERSION_ACTUAL    RELEASE_IDENT(PROGRAM_VERSION_MAJOR, \
                                              PROGRAM_VERSION_MINOR, \
-                                             PROGRAM_VERSION_PATCH)
+                                             PROGRAM_VERSION_PATCH, \
+                                             PROGRAM_VERSION_RELEASE)
 
 /* values for game_emulation */
 #define EMU_NONE               0
@@ -1026,10 +1106,12 @@ struct PlayerInfo
   int lights_still_needed;
   int friends_still_needed;
   int key[4];
-  int dynamite;
   int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
   int shield_normal_time_left;
   int shield_deadly_time_left;
+
+  int inventory_element[MAX_INVENTORY_SIZE];
+  int inventory_size;
 };
 
 struct LevelInfo
@@ -1041,15 +1123,16 @@ struct LevelInfo
   boolean encoding_16bit_yamyam;       /* yamyam contains 16-bit elements */
   boolean encoding_16bit_amoeba;       /* amoeba contains 16-bit elements */
 
-  int fieldx;
-  int fieldy;
+  int fieldx, fieldy;
   int time;
   int gems_needed;
   char name[MAX_LEVEL_NAME_LEN + 1];
   char author[MAX_LEVEL_AUTHOR_LEN + 1];
+  char envelope[MAX_ENVELOPE_TEXT_LEN + 1];
+  int envelope_xsize, envelope_ysize;
   int score[LEVEL_SCORE_ELEMENTS];
-  int yam_content[MAX_ELEMENT_CONTENTS][3][3];
-  int num_yam_contents;
+  int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
+  int num_yamyam_contents;
   int amoeba_speed;
   int amoeba_content;
   int time_magic_wall;
@@ -1060,9 +1143,11 @@ struct LevelInfo
   boolean gravity;
   boolean em_slippery_gems;    /* EM style "gems slip from wall" behaviour */
 
-  short custom_element_successor[NUM_CUSTOM_ELEMENTS];
+  short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+
+  boolean use_custom_template; /* use custom properties from template file */
 
-  boolean no_level_file;
+  boolean no_level_file;       /* set for currently undefined levels */
 };
 
 struct TapeInfo
@@ -1107,7 +1192,7 @@ struct GameInfo
   int initial_move_delay_value;
 
   /* variable within running game */
-  int yam_content_nr;
+  int yamyam_content_nr;
   boolean magic_wall_active;
   int magic_wall_time_left;
   int light_time_left;
@@ -1137,6 +1222,11 @@ struct MenuInfo
   int draw_yoffset_default;
   int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
   int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
+
+  int scrollbar_xoffset;
+
+  int list_size_default;
+  int list_size[NUM_SPECIAL_GFX_ARGS];
 };
 
 struct DoorInfo
@@ -1145,20 +1235,115 @@ struct DoorInfo
   int step_delay;
 };
 
+struct ElementChangeInfo
+{
+  boolean can_change;          /* use or ignore this change info */
+
+  unsigned long events;                /* bitfield for change events */
+
+  short target_element;                /* target element after change */
+
+  int delay_fixed;             /* added frame delay before changed (fixed) */
+  int delay_random;            /* added frame delay before changed (random) */
+  int delay_frames;            /* either 1 (frames) or 50 (seconds; 50 fps) */
+
+  short trigger_element;       /* custom element triggering change */
+
+  int content[3][3];           /* new elements after extended change */
+  boolean use_content;         /* use extended change content */
+  boolean only_complete;       /* only use complete content */
+  boolean use_random_change;   /* use random value for setting content */
+  int random;                  /* random value for setting content */
+  int power;                   /* power of extended change */
+
+  boolean explode;             /* explode instead of change */
+
+  /* functions that are called before, while and after the change of an
+     element -- currently only used for non-custom elements */
+  void (*pre_change_function)(int x, int y);
+  void (*change_function)(int x, int y);
+  void (*post_change_function)(int x, int y);
+
+  /* ---------- internal values used in level editor ---------- */
+
+  int player_action;           /* touched/pressed/pushed by player */
+  int collide_action;          /* collision/impact/smashed */
+  int other_action;            /* various change actions */
+};
+
 struct ElementInfo
 {
+  /* ---------- token and description strings ---------- */
+
   char *token_name;            /* element token used in config files */
   char *class_name;            /* element class used in config files */
-  char *editor_description;    /* short description for level editor */
-  char *custom_description;    /* custom description for level editor */
+  char *editor_description;    /* pre-defined description for level editor */
+  char *custom_description;    /* alternative description from config file */
+  char description[MAX_ELEMENT_NAME_LEN + 1];  /* for custom elements */
+
+  /* ---------- graphic and sound definitions ---------- */
 
   int graphic[NUM_ACTIONS];    /* default graphics for several actions */
   int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
                                /* special graphics for left/right/up/down */
+
+  int crumbled[NUM_ACTIONS];   /* crumbled graphics for several actions */
+  int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
+                               /* crumbled graphics for left/right/up/down */
+
   int special_graphic[NUM_SPECIAL_GFX_ARGS];
                                /* special graphics for certain screens */
 
   int sound[NUM_ACTIONS];      /* default sounds for several actions */
+
+  /* ---------- special element property values ---------- */
+
+  boolean use_gfx_element;     /* use custom graphic element */
+  short gfx_element;           /* optional custom graphic element */
+
+  int collect_score;           /* score value for collecting */
+  int collect_count;           /* count value for collecting */
+
+  int push_delay_fixed;                /* constant frame delay for pushing */
+  int push_delay_random;       /* additional random frame delay for pushing */
+  int move_delay_fixed;                /* constant frame delay for moving */
+  int move_delay_random;       /* additional random frame delay for moving */
+
+  int move_pattern;            /* direction movable element moves to */
+  int move_direction_initial;  /* initial direction element moves to */
+  int move_stepsize;           /* step size element moves with */
+
+  int slippery_type;           /* how/where other elements slip away */
+
+  int content[3][3];           /* new elements after explosion */
+
+  struct ElementChangeInfo *change_page; /* actual list of change pages */
+  struct ElementChangeInfo *change;     /* pointer to current change page */
+
+  int num_change_pages;                /* actual number of change pages */
+  int current_change_page;     /* currently edited change page */
+
+  /* ---------- internal values used at runtime when playing ---------- */
+
+  unsigned long change_events; /* bitfield for combined change events */
+
+  int event_page_num[NUM_CHANGE_EVENTS]; /* page number for each event */
+  struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
+
+  /* ---------- internal values used in level editor ---------- */
+
+  int access_type;             /* walkable or passable */
+  int access_layer;            /* accessible over/inside/under */
+  int walk_to_action;          /* diggable/collectible/pushable */
+  int smash_targets;           /* can smash player/enemies/everything */
+  int deadliness;              /* deadly when running/colliding/touching */
+  int consistency;             /* indestructible/can explode */
+
+  boolean can_explode_by_fire; /* element explodes by fire */
+  boolean can_explode_smashed; /* element explodes when smashed */
+  boolean can_explode_impact;  /* element explodes on impact */
+
+  boolean modified_settings;   /* set for all modified custom elements */
 };
 
 struct FontInfo
@@ -1184,6 +1369,8 @@ struct GraphicInfo
   int anim_delay;              /* important: delay of 1 means "no delay"! */
   int anim_mode;
   boolean anim_global_sync;
+  int crumbled_like;           /* element for cloning crumble graphics */
+  int diggable_like;           /* element for cloning digging graphics */
 
   int step_offset;             /* optional step offset of toon animations */
   int step_delay;              /* optional step delay of toon animations */
@@ -1240,15 +1427,17 @@ extern boolean                  redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
 extern int                     redraw_x1, redraw_y1;
 
 extern short                   Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short                   Ur[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern short                   MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern short                   MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern short                   MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern short                   Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern short                   Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern short                   StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern short                   Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern boolean                 Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern boolean                 Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern boolean                 Changing[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern short                   JustStopped[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern short                   AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern short                   AmoebaCnt[MAX_NUM_AMOEBA];
@@ -1288,7 +1477,7 @@ extern boolean                    network_player_action_received;
 
 extern int                     graphics_action_mapping[];
 
-extern struct LevelInfo                level;
+extern struct LevelInfo                level, level_template;
 extern struct PlayerInfo       stored_player[], *local_player;
 extern struct HiScore          highscore[];
 extern struct TapeInfo         tape;