/***********************************************************
* Rocks'n'Diamonds -- McDuffin Strikes Back!               *
*----------------------------------------------------------*
* (c) 1995-2006 Artsoft Entertainment                      *
*               Holger Schemel                             *
*               Detmolder Strasse 189                      *
*               33604 Bielefeld                            *
*               Germany                                    *
*               e-mail: info@artsoft.org                   *
*----------------------------------------------------------*
* main.h                                                   *
***********************************************************/

#ifndef MAIN_H
#define MAIN_H

#include <time.h>
#include <sys/time.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <errno.h>
#include <unistd.h>
#include <fcntl.h>

#include "libgame/libgame.h"
#include "game_em/game_em.h"

#include "conf_gfx.h"   /* include auto-generated data structure definitions */
#include "conf_snd.h"   /* include auto-generated data structure definitions */
#include "conf_mus.h"   /* include auto-generated data structure definitions */

#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

#define SND_UNDEFINED                   (-1)
#define MUS_UNDEFINED                   (-1)

#define WIN_XSIZE                       672
#define WIN_YSIZE                       560

#define DEFAULT_FULLSCREEN_MODE         "800x600"

#define SCR_FIELDX                      17
#define SCR_FIELDY                      17
#define MAX_BUF_XSIZE                   (SCR_FIELDX + 2)
#define MAX_BUF_YSIZE                   (SCR_FIELDY + 2)
#define MIN_LEV_FIELDX                  3
#define MIN_LEV_FIELDY                  3
#define STD_LEV_FIELDX                  64
#define STD_LEV_FIELDY                  32
#define MAX_LEV_FIELDX                  MAX_PLAYFIELD_WIDTH
#define MAX_LEV_FIELDY                  MAX_PLAYFIELD_HEIGHT

#define SCREENX(a)                      ((a) - scroll_x)
#define SCREENY(a)                      ((a) - scroll_y)
#define LEVELX(a)                       ((a) + scroll_x)
#define LEVELY(a)                       ((a) + scroll_y)
#define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
#define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
#define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)

/* 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_HITTING_SOMETHING            5
#define CE_IMPACT                       6
#define CE_SMASHED                      7
#define CE_TOUCHING_X                   8
#define CE_CHANGE_OF_X                  9
#define CE_EXPLOSION_OF_X               10
#define CE_PLAYER_TOUCHES_X             11
#define CE_PLAYER_PRESSES_X             12
#define CE_PLAYER_PUSHES_X              13
#define CE_PLAYER_COLLECTS_X            14
#define CE_PLAYER_DROPS_X               15
#define CE_VALUE_GETS_ZERO              16
#define CE_VALUE_GETS_ZERO_OF_X         17
#define CE_BY_OTHER_ACTION              18
#define CE_BY_DIRECT_ACTION             19
#define CE_PLAYER_DIGS_X                20
#define CE_ENTERED_BY_PLAYER            21
#define CE_LEFT_BY_PLAYER               22
#define CE_PLAYER_ENTERS_X              23
#define CE_PLAYER_LEAVES_X              24
#define CE_SWITCHED                     25
#define CE_SWITCH_OF_X                  26
#define CE_HIT_BY_SOMETHING             27
#define CE_HITTING_X                    28
#define CE_HIT_BY_X                     29
#define CE_BLOCKED                      30
#define CE_SWITCHED_BY_PLAYER           31
#define CE_PLAYER_SWITCHES_X            32
#define CE_SNAPPED_BY_PLAYER            33
#define CE_PLAYER_SNAPS_X               34
#define CE_MOVE_OF_X                    35
#define CE_DIGGING_X                    36
#define CE_CREATION_OF_X                37
#define CE_SCORE_GETS_ZERO              38
#define CE_SCORE_GETS_ZERO_OF_X         39
#define CE_VALUE_CHANGES                40
#define CE_VALUE_CHANGES_OF_X           41
#define CE_SCORE_CHANGES                42
#define CE_SCORE_CHANGES_OF_X           43

#define NUM_CHANGE_EVENTS               44

#define NUM_CE_BITFIELDS                ((NUM_CHANGE_EVENTS + 31) / 32)

#define CE_BITMASK_DEFAULT              0

#define CH_EVENT_BITFIELD_NR(e)         (e / 32)
#define CH_EVENT_BIT(e)                 (1 << ((e) % 32))

#define CH_EVENT_VAR(e,c)               (element_info[e].change->has_event[c])
#define CH_ANY_EVENT_VAR(e,c)           (element_info[e].has_change_event[c])

#define PAGE_HAS_CHANGE_EVENT(p,c)      ((p)->has_event[c])
#define HAS_CHANGE_EVENT(e,c)           (IS_CUSTOM_ELEMENT(e) &&        \
                                         CH_EVENT_VAR(e,c))
#define HAS_ANY_CHANGE_EVENT(e,c)       (IS_CUSTOM_ELEMENT(e) &&        \
                                         CH_ANY_EVENT_VAR(e,c))

#define SET_CHANGE_EVENT(e,c,v)         (IS_CUSTOM_ELEMENT(e) ?         \
                                         CH_EVENT_VAR(e,c) = (v) : 0)
#define SET_ANY_CHANGE_EVENT(e,c,v)     (IS_CUSTOM_ELEMENT(e) ?         \
                                         CH_ANY_EVENT_VAR(e,c) = (v) : 0)

/* values for player bitmasks */
#define PLAYER_BITS_NONE                0
#define PLAYER_BITS_1                   (1 << 0)
#define PLAYER_BITS_2                   (1 << 1)
#define PLAYER_BITS_3                   (1 << 2)
#define PLAYER_BITS_4                   (1 << 3)
#define PLAYER_BITS_ANY                 (PLAYER_BITS_1 | \
                                         PLAYER_BITS_2 | \
                                         PLAYER_BITS_3 | \
                                         PLAYER_BITS_4)
#define PLAYER_BITS_TRIGGER             (1 << 4)

/* values for move directions (bits 0 - 3: basic move directions) */
#define MV_BIT_PREVIOUS                 4
#define MV_BIT_TRIGGER                  5
#define MV_BIT_TRIGGER_BACK             6
#define MV_BIT_NORMAL                   MV_BIT_TRIGGER
#define MV_BIT_REVERSE                  MV_BIT_TRIGGER_BACK

#define MV_PREVIOUS                     (1 << MV_BIT_PREVIOUS)
#define MV_TRIGGER                      (1 << MV_BIT_TRIGGER)
#define MV_TRIGGER_BACK                 (1 << MV_BIT_TRIGGER_BACK)
#define MV_NORMAL                       (1 << MV_BIT_NORMAL)
#define MV_REVERSE                      (1 << MV_BIT_REVERSE)

/* values for move stepsize */
#define STEPSIZE_NOT_MOVING             0
#define STEPSIZE_VERY_SLOW              1
#define STEPSIZE_SLOW                   2
#define STEPSIZE_NORMAL                 4
#define STEPSIZE_FAST                   8
#define STEPSIZE_VERY_FAST              16
#define STEPSIZE_EVEN_FASTER            32
#define STEPSIZE_SLOWER                 50      /* (symbolic value only) */
#define STEPSIZE_FASTER                 200     /* (symbolic value only) */
#define STEPSIZE_RESET                  100     /* (symbolic value only) */

/* values for change side for custom elements */
#define CH_SIDE_NONE                    MV_NONE
#define CH_SIDE_LEFT                    MV_LEFT
#define CH_SIDE_RIGHT                   MV_RIGHT
#define CH_SIDE_TOP                     MV_UP
#define CH_SIDE_BOTTOM                  MV_DOWN
#define CH_SIDE_LEFT_RIGHT              MV_HORIZONTAL
#define CH_SIDE_TOP_BOTTOM              MV_VERTICAL
#define CH_SIDE_ANY                     MV_ANY_DIRECTION

/* values for change player for custom elements */
#define CH_PLAYER_NONE                  PLAYER_BITS_NONE
#define CH_PLAYER_1                     PLAYER_BITS_1
#define CH_PLAYER_2                     PLAYER_BITS_2
#define CH_PLAYER_3                     PLAYER_BITS_3
#define CH_PLAYER_4                     PLAYER_BITS_4
#define CH_PLAYER_ANY                   PLAYER_BITS_ANY

/* values for change page for custom elements */
#define CH_PAGE_ANY_FILE                (0xff)
#define CH_PAGE_ANY                     (0xffffffff)

/* values for change power for custom elements */
#define CP_WHEN_EMPTY                   0
#define CP_WHEN_DIGGABLE                1
#define CP_WHEN_DESTRUCTIBLE            2
#define CP_WHEN_COLLECTIBLE             3
#define CP_WHEN_REMOVABLE               4
#define CP_WHEN_WALKABLE                5

/* values for change actions for custom elements */
#define CA_NO_ACTION                    0
#define CA_EXIT_PLAYER                  1
#define CA_KILL_PLAYER                  2
#define CA_MOVE_PLAYER                  3
#define CA_RESTART_LEVEL                4
#define CA_SHOW_ENVELOPE                5
#define CA_SET_LEVEL_TIME               6
#define CA_SET_LEVEL_GEMS               7
#define CA_SET_LEVEL_SCORE              8
#define CA_SET_LEVEL_WIND               9
#define CA_SET_PLAYER_GRAVITY           10
#define CA_SET_PLAYER_KEYS              11
#define CA_SET_PLAYER_SPEED             12
#define CA_SET_PLAYER_SHIELD            13
#define CA_SET_PLAYER_ARTWORK           14
#define CA_SET_CE_SCORE                 15
#define CA_SET_CE_VALUE                 16
#define CA_SET_ENGINE_SCAN_MODE         17

#define CA_HEADLINE_LEVEL_ACTIONS       250
#define CA_HEADLINE_PLAYER_ACTIONS      251
#define CA_HEADLINE_CE_ACTIONS          252
#define CA_HEADLINE_ENGINE_ACTIONS      253
#define CA_UNDEFINED                    255

/* values for change action mode for custom elements */
#define CA_MODE_UNDEFINED               0
#define CA_MODE_SET                     1
#define CA_MODE_ADD                     2
#define CA_MODE_SUBTRACT                3
#define CA_MODE_MULTIPLY                4
#define CA_MODE_DIVIDE                  5
#define CA_MODE_MODULO                  6

/* values for change action parameters for custom elements */
#define CA_ARG_MIN                      0
#define CA_ARG_0                        0
#define CA_ARG_1                        1
#define CA_ARG_2                        2
#define CA_ARG_3                        3
#define CA_ARG_4                        4
#define CA_ARG_5                        5
#define CA_ARG_6                        6
#define CA_ARG_7                        7
#define CA_ARG_8                        8
#define CA_ARG_9                        9
#define CA_ARG_10                       10
#define CA_ARG_100                      100
#define CA_ARG_1000                     1000
#define CA_ARG_MAX                      9999
#define CA_ARG_PLAYER                   10000
#define CA_ARG_PLAYER_1                 (CA_ARG_PLAYER + PLAYER_BITS_1)
#define CA_ARG_PLAYER_2                 (CA_ARG_PLAYER + PLAYER_BITS_2)
#define CA_ARG_PLAYER_3                 (CA_ARG_PLAYER + PLAYER_BITS_3)
#define CA_ARG_PLAYER_4                 (CA_ARG_PLAYER + PLAYER_BITS_4)
#define CA_ARG_PLAYER_ANY               (CA_ARG_PLAYER + PLAYER_BITS_ANY)
#define CA_ARG_PLAYER_TRIGGER           (CA_ARG_PLAYER + PLAYER_BITS_TRIGGER)
#define CA_ARG_PLAYER_HEADLINE          (CA_ARG_PLAYER + 999)
#define CA_ARG_NUMBER                   11000
#define CA_ARG_NUMBER_MIN               (CA_ARG_NUMBER + 0)
#define CA_ARG_NUMBER_MAX               (CA_ARG_NUMBER + 1)
#define CA_ARG_NUMBER_RESET             (CA_ARG_NUMBER + 2)
#define CA_ARG_NUMBER_CE_SCORE          (CA_ARG_NUMBER + 3)
#define CA_ARG_NUMBER_CE_VALUE          (CA_ARG_NUMBER + 4)
#define CA_ARG_NUMBER_CE_DELAY          (CA_ARG_NUMBER + 5)
#define CA_ARG_NUMBER_LEVEL_TIME        (CA_ARG_NUMBER + 6)
#define CA_ARG_NUMBER_LEVEL_GEMS        (CA_ARG_NUMBER + 7)
#define CA_ARG_NUMBER_LEVEL_SCORE       (CA_ARG_NUMBER + 8)
#define CA_ARG_NUMBER_HEADLINE          (CA_ARG_NUMBER + 999)
#define CA_ARG_ELEMENT                  12000
#define CA_ARG_ELEMENT_RESET            (CA_ARG_ELEMENT + 0)
#define CA_ARG_ELEMENT_TARGET           (CA_ARG_ELEMENT + 1)
#define CA_ARG_ELEMENT_TRIGGER          (CA_ARG_ELEMENT + 2)
#define CA_ARG_ELEMENT_HEADLINE         (CA_ARG_ELEMENT + 997)
#define CA_ARG_ELEMENT_CV_TARGET        (CA_ARG_ELEMENT_TARGET)
#define CA_ARG_ELEMENT_CV_TRIGGER       (CA_ARG_ELEMENT_TRIGGER)
#define CA_ARG_ELEMENT_CV_HEADLINE      (CA_ARG_ELEMENT_HEADLINE)
#define CA_ARG_ELEMENT_NR_TARGET        (CA_ARG_ELEMENT + 3)
#define CA_ARG_ELEMENT_NR_TRIGGER       (CA_ARG_ELEMENT + 4)
#define CA_ARG_ELEMENT_NR_HEADLINE      (CA_ARG_ELEMENT + 998)
#define CA_ARG_ELEMENT_CS_TARGET        (CA_ARG_ELEMENT + 5)
#define CA_ARG_ELEMENT_CS_TRIGGER       (CA_ARG_ELEMENT + 6)
#define CA_ARG_ELEMENT_CS_HEADLINE      (CA_ARG_ELEMENT + 999)
#define CA_ARG_SPEED                    13000
#define CA_ARG_SPEED_NOT_MOVING         (CA_ARG_SPEED + STEPSIZE_NOT_MOVING)
#define CA_ARG_SPEED_VERY_SLOW          (CA_ARG_SPEED + STEPSIZE_VERY_SLOW)
#define CA_ARG_SPEED_SLOW               (CA_ARG_SPEED + STEPSIZE_SLOW)
#define CA_ARG_SPEED_NORMAL             (CA_ARG_SPEED + STEPSIZE_NORMAL)
#define CA_ARG_SPEED_FAST               (CA_ARG_SPEED + STEPSIZE_FAST)
#define CA_ARG_SPEED_VERY_FAST          (CA_ARG_SPEED + STEPSIZE_VERY_FAST)
#define CA_ARG_SPEED_EVEN_FASTER        (CA_ARG_SPEED + STEPSIZE_EVEN_FASTER)
#define CA_ARG_SPEED_SLOWER             (CA_ARG_SPEED + STEPSIZE_SLOWER)
#define CA_ARG_SPEED_FASTER             (CA_ARG_SPEED + STEPSIZE_FASTER)
#define CA_ARG_SPEED_RESET              (CA_ARG_SPEED + STEPSIZE_RESET)
#define CA_ARG_SPEED_HEADLINE           (CA_ARG_SPEED + 999)
#define CA_ARG_GRAVITY                  14000
#define CA_ARG_GRAVITY_OFF              (CA_ARG_GRAVITY + 0)
#define CA_ARG_GRAVITY_ON               (CA_ARG_GRAVITY + 1)
#define CA_ARG_GRAVITY_TOGGLE           (CA_ARG_GRAVITY + 2)
#define CA_ARG_GRAVITY_HEADLINE         (CA_ARG_GRAVITY + 999)
#define CA_ARG_DIRECTION                15000
#define CA_ARG_DIRECTION_NONE           (CA_ARG_DIRECTION + MV_NONE)
#define CA_ARG_DIRECTION_LEFT           (CA_ARG_DIRECTION + MV_LEFT)
#define CA_ARG_DIRECTION_RIGHT          (CA_ARG_DIRECTION + MV_RIGHT)
#define CA_ARG_DIRECTION_UP             (CA_ARG_DIRECTION + MV_UP)
#define CA_ARG_DIRECTION_DOWN           (CA_ARG_DIRECTION + MV_DOWN)
#define CA_ARG_DIRECTION_TRIGGER        (CA_ARG_DIRECTION + MV_TRIGGER)
#define CA_ARG_DIRECTION_TRIGGER_BACK   (CA_ARG_DIRECTION + MV_TRIGGER_BACK)
#define CA_ARG_DIRECTION_HEADLINE       (CA_ARG_DIRECTION + 999)
#define CA_ARG_SHIELD                   16000
#define CA_ARG_SHIELD_OFF               (CA_ARG_SHIELD + 0)
#define CA_ARG_SHIELD_NORMAL            (CA_ARG_SHIELD + 1)
#define CA_ARG_SHIELD_DEADLY            (CA_ARG_SHIELD + 2)
#define CA_ARG_SHIELD_HEADLINE          (CA_ARG_SHIELD + 999)
#define CA_ARG_SCAN_MODE                17000
#define CA_ARG_SCAN_MODE_NORMAL         (CA_ARG_SCAN_MODE + MV_NORMAL)
#define CA_ARG_SCAN_MODE_REVERSE        (CA_ARG_SCAN_MODE + MV_REVERSE)
#define CA_ARG_SCAN_MODE_HEADLINE       (CA_ARG_SCAN_MODE + 999)
#define CA_ARG_UNDEFINED                65535

/* values for custom 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
#define MV_BIT_WHEN_PUSHED              10
#define MV_BIT_MAZE_RUNNER              11
#define MV_BIT_MAZE_HUNTER              12
#define MV_BIT_WHEN_DROPPED             13
#define MV_BIT_TURNING_LEFT_RIGHT       14
#define MV_BIT_TURNING_RIGHT_LEFT       15
#define MV_BIT_TURNING_RANDOM           16
#define MV_BIT_WIND_DIRECTION           17

/* values for custom move patterns */
#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)
#define MV_WHEN_PUSHED                  (1 << MV_BIT_WHEN_PUSHED)
#define MV_MAZE_RUNNER                  (1 << MV_BIT_MAZE_RUNNER)
#define MV_MAZE_HUNTER                  (1 << MV_BIT_MAZE_HUNTER)
#define MV_MAZE_RUNNER_STYLE            (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
#define MV_WHEN_DROPPED                 (1 << MV_BIT_WHEN_DROPPED)
#define MV_TURNING_LEFT_RIGHT           (1 << MV_BIT_TURNING_LEFT_RIGHT)
#define MV_TURNING_RIGHT_LEFT           (1 << MV_BIT_TURNING_RIGHT_LEFT)
#define MV_TURNING_RANDOM               (1 << MV_BIT_TURNING_RANDOM)
#define MV_WIND_DIRECTION               (1 << MV_BIT_WIND_DIRECTION)

/* values for initial move direction */
#define MV_START_NONE                   (MV_NONE)
#define MV_START_AUTOMATIC              (MV_NONE)
#define MV_START_LEFT                   (MV_LEFT)
#define MV_START_RIGHT                  (MV_RIGHT)
#define MV_START_UP                     (MV_UP)
#define MV_START_DOWN                   (MV_DOWN)
#define MV_START_RANDOM                 (MV_ALL_DIRECTIONS)
#define MV_START_PREVIOUS               (MV_PREVIOUS)

/* values for elements left behind by custom elements */
#define LEAVE_TYPE_UNLIMITED            0
#define LEAVE_TYPE_LIMITED              1

/* 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

/* values for explosion type for custom elements */
#define EXPLODES_3X3                    0
#define EXPLODES_1X1                    1
#define EXPLODES_CROSS                  2

/* macros for configurable properties */
#define IS_DIGGABLE(e)          HAS_PROPERTY(e, EP_DIGGABLE)
#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_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 EXPLODES_BY_FIRE(e)     HAS_PROPERTY(e, EP_EXPLODES_BY_FIRE)
#define EXPLODES_SMASHED(e)     HAS_PROPERTY(e, EP_EXPLODES_SMASHED)
#define EXPLODES_IMPACT(e)      HAS_PROPERTY(e, EP_EXPLODES_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 EXPLODES_1X1_OLD(e)     HAS_PROPERTY(e, EP_EXPLODES_1X1_OLD)
#define IS_PUSHABLE(e)          HAS_PROPERTY(e, EP_PUSHABLE)
#define EXPLODES_CROSS_OLD(e)   HAS_PROPERTY(e, EP_EXPLODES_CROSS_OLD)
#define IS_PROTECTED(e)         HAS_PROPERTY(e, EP_PROTECTED)
#define CAN_MOVE_INTO_ACID(e)   HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
#define IS_THROWABLE(e)         HAS_PROPERTY(e, EP_THROWABLE)
#define CAN_EXPLODE(e)          HAS_PROPERTY(e, EP_CAN_EXPLODE)
#define IS_GRAVITY_REACHABLE(e) HAS_PROPERTY(e, EP_GRAVITY_REACHABLE)

/* macros for special configurable properties */
#define IS_EM_SLIPPERY_WALL(e)  HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)

/* macros for special graphics properties */
#define GFX_CRUMBLED(e)         HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)

/* macros for pre-defined properties */
#define ELEM_IS_PLAYER(e)       HAS_PROPERTY(e, EP_PLAYER)
#define CAN_PASS_MAGIC_WALL(e)  HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
#define IS_SWITCHABLE(e)        HAS_PROPERTY(e, EP_SWITCHABLE)
#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_GEM(e)               HAS_PROPERTY(e, EP_GEM)
#define IS_FOOD_DARK_YAMYAM(e)  HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
#define IS_FOOD_PENGUIN(e)      HAS_PROPERTY(e, EP_FOOD_PENGUIN)
#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_TUBE(e)              HAS_PROPERTY(e, EP_TUBE)
#define IS_KEYGATE(e)           HAS_PROPERTY(e, EP_KEYGATE)
#define IS_AMOEBOID(e)          HAS_PROPERTY(e, EP_AMOEBOID)
#define IS_AMOEBALIVE(e)        HAS_PROPERTY(e, EP_AMOEBALIVE)
#define HAS_EDITOR_CONTENT(e)   HAS_PROPERTY(e, EP_HAS_EDITOR_CONTENT)
#define CAN_TURN_EACH_MOVE(e)   HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE)
#define CAN_GROW(e)             HAS_PROPERTY(e, EP_CAN_GROW)
#define IS_ACTIVE_BOMB(e)       HAS_PROPERTY(e, EP_ACTIVE_BOMB)
#define IS_INACTIVE(e)          HAS_PROPERTY(e, EP_INACTIVE)

/* macros for derived properties */
#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_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 EXPLODES_3X3_OLD(e)     HAS_PROPERTY(e, EP_EXPLODES_3X3_OLD)
#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_SP_PORT(e)           HAS_PROPERTY(e, EP_SP_PORT)
#define CAN_EXPLODE_BY_DRAGONFIRE(e)    \
                                HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
#define CAN_EXPLODE_BY_EXPLOSION(e)     \
                                HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
#define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
#define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
#define CAN_BE_CLONED_BY_ANDROID(e)     \
                                HAS_PROPERTY(e, EP_CAN_BE_CLONED_BY_ANDROID)

#define IS_EDITOR_CASCADE(e)    HAS_PROPERTY(e, EP_EDITOR_CASCADE)
#define IS_EDITOR_CASCADE_ACTIVE(e)     \
                                HAS_PROPERTY(e, EP_EDITOR_CASCADE_ACTIVE)
#define IS_EDITOR_CASCADE_INACTIVE(e)   \
                                HAS_PROPERTY(e, EP_EDITOR_CASCADE_INACTIVE)

#define HAS_ACTION(e)           HAS_PROPERTY(e, EP_HAS_ACTION)
#define CAN_CHANGE_OR_HAS_ACTION(e)     \
                                HAS_PROPERTY(e, EP_CAN_CHANGE_OR_HAS_ACTION)

#define IS_OBSOLETE(e)          HAS_PROPERTY(e, EP_OBSOLETE)

/* special macros used in game engine */
#define IS_CUSTOM_ELEMENT(e)    ((e) >= EL_CUSTOM_START &&              \
                                 (e) <= EL_CUSTOM_END)

#define IS_GROUP_ELEMENT(e)     ((e) >= EL_GROUP_START &&               \
                                 (e) <= EL_GROUP_END)

#define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START &&  \
                                 (e) <= EL_INTERNAL_CLIPBOARD_END)

#define IS_INTERNAL_ELEMENT(e)  ((e) >= EL_INTERNAL_START &&            \
                                 (e) <= EL_INTERNAL_END)

#define IS_ENVELOPE(e)          ((e) >= EL_ENVELOPE_1 &&                \
                                 (e) <= EL_ENVELOPE_4)

#define IS_RND_KEY(e)           ((e) >= EL_KEY_1 &&                     \
                                 (e) <= EL_KEY_4)
#define IS_EM_KEY(e)            ((e) >= EL_EM_KEY_1 &&                  \
                                 (e) <= EL_EM_KEY_4)
#define IS_EMC_KEY(e)           ((e) >= EL_EMC_KEY_5 &&                 \
                                 (e) <= EL_EMC_KEY_8)
#define IS_KEY(e)               (IS_RND_KEY(e) ||                       \
                                 IS_EM_KEY(e) ||                        \
                                 IS_EMC_KEY(e))
#define RND_KEY_NR(e)           ((e) - EL_KEY_1)
#define EM_KEY_NR(e)            ((e) - EL_EM_KEY_1)
#define EMC_KEY_NR(e)           ((e) - EL_EMC_KEY_5 + 4)
#define KEY_NR(e)               (IS_RND_KEY(e) ? RND_KEY_NR(e) :        \
                                 IS_EM_KEY(e) ?  EM_KEY_NR(e) :         \
                                 IS_EMC_KEY(e) ? EMC_KEY_NR(e) : 0)

#define IS_RND_GATE(e)          ((e) >= EL_GATE_1 &&                    \
                                 (e) <= EL_GATE_4)
#define IS_EM_GATE(e)           ((e) >= EL_EM_GATE_1 &&                 \
                                 (e) <= EL_EM_GATE_4)
#define IS_EMC_GATE(e)          ((e) >= EL_EMC_GATE_5 &&                \
                                 (e) <= EL_EMC_GATE_8)
#define IS_GATE(e)              (IS_RND_GATE(e) ||                      \
                                 IS_EM_GATE(e) ||                       \
                                 IS_EMC_GATE(e))
#define RND_GATE_NR(e)          ((e) - EL_GATE_1)
#define EM_GATE_NR(e)           ((e) - EL_EM_GATE_1)
#define EMC_GATE_NR(e)          ((e) - EL_EMC_GATE_5 + 4)
#define GATE_NR(e)              (IS_RND_GATE(e) ? RND_GATE_NR(e) :      \
                                 IS_EM_GATE(e) ?  EM_GATE_NR(e) :       \
                                 IS_EMC_GATE(e) ? EMC_GATE_NR(e) : 0)

#define IS_RND_GATE_GRAY(e)     ((e) >= EL_GATE_1_GRAY &&               \
                                 (e) <= EL_GATE_4_GRAY)
#define IS_RND_GATE_GRAY_ACTIVE(e) ((e) >= EL_GATE_1_GRAY_ACTIVE &&     \
                                 (e) <= EL_GATE_4_GRAY_ACTIVE)
#define IS_EM_GATE_GRAY(e)      ((e) >= EL_EM_GATE_1_GRAY &&            \
                                 (e) <= EL_EM_GATE_4_GRAY)
#define IS_EM_GATE_GRAY_ACTIVE(e) ((e) >= EL_EM_GATE_1_GRAY_ACTIVE &&   \
                                 (e) <= EL_EM_GATE_4_GRAY_ACTIVE)
#define IS_EMC_GATE_GRAY(e)     ((e) >= EL_EMC_GATE_5_GRAY &&           \
                                 (e) <= EL_EMC_GATE_8_GRAY)
#define IS_EMC_GATE_GRAY_ACTIVE(e) ((e) >= EL_EMC_GATE_5_GRAY_ACTIVE && \
                                 (e) <= EL_EMC_GATE_8_GRAY_ACTIVE)
#define IS_GATE_GRAY(e)         (IS_RND_GATE_GRAY(e) ||                 \
                                 IS_EM_GATE_GRAY(e) ||                  \
                                 IS_EMC_GATE_GRAY(e))
#define IS_GATE_GRAY_ACTIVE(e)  (IS_RND_GATE_GRAY_ACTIVE(e) ||          \
                                 IS_EM_GATE_GRAY_ACTIVE(e) ||           \
                                 IS_EMC_GATE_GRAY_ACTIVE(e))
#define RND_GATE_GRAY_NR(e)     ((e) - EL_GATE_1_GRAY)
#define RND_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_GATE_1_GRAY_ACTIVE)
#define EM_GATE_GRAY_NR(e)      ((e) - EL_EM_GATE_1_GRAY)
#define EM_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_EM_GATE_1_GRAY_ACTIVE)
#define EMC_GATE_GRAY_NR(e)     ((e) - EL_EMC_GATE_5_GRAY + 4)
#define EMC_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_EMC_GATE_5_GRAY_ACTIVE + 4)
#define GATE_GRAY_NR(e)         (IS_RND_GATE_GRAY(e) ? RND_GATE_GRAY_NR(e) :  \
                                 IS_EM_GATE_GRAY(e) ?  EM_GATE_GRAY_NR(e) :   \
                                 IS_EMC_GATE_GRAY(e) ? EMC_GATE_GRAY_NR(e) : 0)

#define GFX_ELEMENT(e)          (element_info[e].use_gfx_element ?      \
                                 element_info[e].gfx_element : e)

/* !!! CHECK THIS !!! */
#if 1
#define TILE_GFX_ELEMENT(x, y)                                          \
                   (GfxElement[x][y] != EL_UNDEFINED &&                 \
                    Feld[x][y] != EL_EXPLOSION ?                        \
                    GfxElement[x][y] : Feld[x][y])
#else
#define TILE_GFX_ELEMENT(x, y)                                          \
        GFX_ELEMENT(GfxElement[x][y] != EL_UNDEFINED &&                 \
                    Feld[x][y] != EL_EXPLOSION ?                        \
                    GfxElement[x][y] : Feld[x][y])
#endif

/* !!! "use sound" deactivated due to problems with level "bug machine" !!! */
/* (solution: add separate "use sound of element" to level file and editor) */
#if 0
#define SND_ELEMENT(e)          GFX_ELEMENT(e)
#else
#define SND_ELEMENT(e)          (e)
#endif

#define GROUP_NR(e)             ((e) - EL_GROUP_START)
#define IS_IN_GROUP(e, nr)      (element_info[e].in_group[nr] == TRUE)
#define IS_IN_GROUP_EL(e, ge)   (IS_IN_GROUP(e, (ge) - EL_GROUP_START))

#define IS_EQUAL_OR_IN_GROUP(e, ge)                                     \
        (ge == EL_ANY_ELEMENT ? TRUE :                                  \
         IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))

#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_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)

#define IS_MOVING(x,y)          (MovPos[x][y] != 0)
#define IS_FALLING(x,y)         (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
#define IS_BLOCKED(x,y)         (Feld[x][y] == EL_BLOCKED)

#define IS_MV_DIAGONAL(x)       ((x) & MV_HORIZONTAL && (x) & MV_VERTICAL)

#define EL_CHANGED(e)           ((e) == EL_ROCK           ? EL_EMERALD :    \
                                 (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
                                 (e) == EL_EMERALD        ? EL_DIAMOND :    \
                                 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND :    \
                                 (e) == EL_EMERALD_RED    ? EL_DIAMOND :    \
                                 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND :    \
                                 EL_ROCK)
#define EL_CHANGED2(e)          ((e) == EL_ROCK           ? EL_BD_DIAMOND : \
                                 (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
                                 EL_BD_ROCK)
#define IS_DRAWABLE(e)          ((e) < EL_BLOCKED)
#define IS_NOT_DRAWABLE(e)      ((e) >= EL_BLOCKED)
#define TAPE_IS_EMPTY(x)        ((x).length == 0)
#define TAPE_IS_STOPPED(x)      (!(x).recording && !(x).playing)

#define PLAYERINFO(x,y)         (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
#define SHIELD_ON(p)            ((p)->shield_normal_time_left > 0)

#define ENEMY_PROTECTED_FIELD(x,y)      (IS_PROTECTED(Feld[x][y]) ||       \
                                         IS_PROTECTED(Back[x][y]))
#define EXPLOSION_PROTECTED_FIELD(x,y)  (IS_EXPLOSION_PROOF(Feld[x][y]))
#define PLAYER_ENEMY_PROTECTED(x,y)     (SHIELD_ON(PLAYERINFO(x, y)) ||    \
                                         ENEMY_PROTECTED_FIELD(x, y))
#define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) ||    \
                                         EXPLOSION_PROTECTED_FIELD(x, y))

#define PLAYER_SWITCHING(p,x,y) ((p)->is_switching &&                   \
                                 (p)->switch_x == (x) && (p)->switch_y == (y))

#define PLAYER_DROPPING(p,x,y)  ((p)->is_dropping &&                    \
                                 (p)->drop_x == (x) && (p)->drop_y == (y))

#define PLAYER_NR_GFX(g,i)      ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))

#define GET_PLAYER_ELEMENT(e)   ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? \
                                 (e) : EL_PLAYER_1)

#define GET_PLAYER_NR(e)        (GET_PLAYER_ELEMENT(e) - EL_PLAYER_1)

#define ANIM_FRAMES(g)          (graphic_info[g].anim_frames)
#define ANIM_DELAY(g)           (graphic_info[g].anim_delay)
#define ANIM_MODE(g)            (graphic_info[g].anim_mode)

#define IS_ANIM_MODE_CE(g)      (graphic_info[g].anim_mode & (ANIM_CE_VALUE |  \
                                                              ANIM_CE_SCORE |  \
                                                              ANIM_CE_DELAY))
#define IS_ANIMATED(g)          (ANIM_FRAMES(g) > 1)
#define IS_NEW_DELAY(f, g)      ((f) % ANIM_DELAY(g) == 0)
#define IS_NEW_FRAME(f, g)      (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
#define IS_NEXT_FRAME(f, g)     (IS_NEW_FRAME(f, g) && (f) > 0)

#define IS_LOOP_SOUND(s)        (sound_info[s].loop)

#define EL_CASCADE_ACTIVE(e)    (IS_EDITOR_CASCADE_INACTIVE(e) ? (e) + 1 : (e))
#define EL_CASCADE_INACTIVE(e)  (IS_EDITOR_CASCADE_ACTIVE(e)   ? (e) - 1 : (e))
#define EL_CASCADE_TOGGLE(e)    (IS_EDITOR_CASCADE_INACTIVE(e) ? (e) + 1 :    \
                                 IS_EDITOR_CASCADE_ACTIVE(e)   ? (e) - 1 : (e))

#define EL_NAME(e)              ((e) >= 0 ? element_info[e].token_name : "(?)")
#define MV_TEXT(d)              ((d) == MV_NONE  ? "MV_NONE"  :         \
                                 (d) == MV_LEFT  ? "MV_LEFT"  :         \
                                 (d) == MV_RIGHT ? "MV_RIGHT" :         \
                                 (d) == MV_UP    ? "MV_UP"    :         \
                                 (d) == MV_DOWN  ? "MV_DOWN"  : "(various)")

/* fundamental game speed values */
#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_ELEMENT_NAME_LEN    32
#define MAX_TAPES_PER_SET       1024
#define MAX_SCORE_ENTRIES       100
#define MAX_NUM_TITLE_SCREENS   5

#define MAX_NUM_AMOEBA          100

#define NUM_BELTS               4
#define NUM_BELT_PARTS          3
#define NUM_ENVELOPES           4
#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        32
#define MIN_ELEMENTS_IN_GROUP   1
#define MAX_ELEMENTS_IN_GROUP   16
#define MIN_ANDROID_ELEMENTS    1
#define MAX_ANDROID_ELEMENTS    16

/* values for elements with content */
#define MIN_ELEMENT_CONTENTS    1
#define STD_ELEMENT_CONTENTS    4
#define MAX_ELEMENT_CONTENTS    8

/* often used screen positions */
#define SX                      8
#define SY                      8
#define REAL_SX                 (SX - 2)
#define REAL_SY                 (SY - 2)
#define DX                      566
#define DY                      60
#define VX                      DX
#define VY                      400
#define EX                      DX
#define EY                      (VY - 44)
#define TILESIZE                32
#define TILEX                   TILESIZE
#define TILEY                   TILESIZE
#define MINI_TILESIZE           (TILESIZE / 2)
#define MINI_TILEX              MINI_TILESIZE
#define MINI_TILEY              MINI_TILESIZE
#define MICRO_TILESIZE          (TILESIZE / 8)
#define MICRO_TILEX             MICRO_TILESIZE
#define MICRO_TILEY             MICRO_TILESIZE
#define MIDPOSX                 (SCR_FIELDX / 2)
#define MIDPOSY                 (SCR_FIELDY / 2)
#define SXSIZE                  (SCR_FIELDX * TILEX)
#define SYSIZE                  (SCR_FIELDY * TILEY)
#define FXSIZE                  ((SCR_FIELDX + 2) * TILEX)
#define FYSIZE                  ((SCR_FIELDY + 2) * TILEY)
#define DXSIZE                  100
#define DYSIZE                  280
#define VXSIZE                  DXSIZE
#define VYSIZE                  100
#define EXSIZE                  DXSIZE
#define EYSIZE                  (VYSIZE + 44)
#define FULL_SXSIZE             (2 + SXSIZE + 2)
#define FULL_SYSIZE             (2 + SYSIZE + 2)
#define MICROLEVEL_XSIZE        ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
#define MICROLEVEL_YSIZE        ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
#define MICROLEVEL_XPOS         (SX + (SXSIZE - MICROLEVEL_XSIZE) / 2)
#define MICROLEVEL_YPOS         (SY + 12 * TILEY - MICRO_TILEY)
#define MICROLABEL1_YPOS        (MICROLEVEL_YPOS - 36)
#define MICROLABEL2_YPOS        (MICROLEVEL_YPOS + MICROLEVEL_YSIZE + 7)


/* score for elements */
#define SC_EMERALD              0
#define SC_DIAMOND              1
#define SC_BUG                  2
#define SC_SPACESHIP            3
#define SC_YAMYAM               4
#define SC_ROBOT                5
#define SC_PACMAN               6
#define SC_NUT                  7
#define SC_DYNAMITE             8
#define SC_KEY                  9
#define SC_TIME_BONUS           10
#define SC_CRYSTAL              11
#define SC_PEARL                12
#define SC_SHIELD               13
#define SC_UNKNOWN_14           14
#define SC_UNKNOWN_15           15

#define LEVEL_SCORE_ELEMENTS    16      /* level elements with score */

/* values for graphics/sounds action types */
#define ACTION_DEFAULT                  0
#define ACTION_WAITING                  1
#define ACTION_FALLING                  2
#define ACTION_MOVING                   3
#define ACTION_DIGGING                  4
#define ACTION_SNAPPING                 5
#define ACTION_COLLECTING               6
#define ACTION_DROPPING                 7
#define ACTION_PUSHING                  8
#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_BORING                   25
#define ACTION_BORING_1                 26
#define ACTION_BORING_2                 27
#define ACTION_BORING_3                 28
#define ACTION_BORING_4                 29
#define ACTION_BORING_5                 30
#define ACTION_BORING_6                 31
#define ACTION_BORING_7                 32
#define ACTION_BORING_8                 33
#define ACTION_BORING_9                 34
#define ACTION_BORING_10                35
#define ACTION_SLEEPING                 36
#define ACTION_SLEEPING_1               37
#define ACTION_SLEEPING_2               38
#define ACTION_SLEEPING_3               39
#define ACTION_AWAKENING                40
#define ACTION_DYING                    41
#define ACTION_TURNING                  42
#define ACTION_TURNING_FROM_LEFT        43
#define ACTION_TURNING_FROM_RIGHT       44
#define ACTION_TURNING_FROM_UP          45
#define ACTION_TURNING_FROM_DOWN        46
#define ACTION_SMASHED_BY_ROCK          47
#define ACTION_SMASHED_BY_SPRING        48
#define ACTION_EATING                   49
#define ACTION_TWINKLING                50
#define ACTION_SPLASHING                51
#define ACTION_PAGE_1                   52
#define ACTION_PAGE_2                   53
#define ACTION_PAGE_3                   54
#define ACTION_PAGE_4                   55
#define ACTION_PAGE_5                   56
#define ACTION_PAGE_6                   57
#define ACTION_PAGE_7                   58
#define ACTION_PAGE_8                   59
#define ACTION_PAGE_9                   60
#define ACTION_PAGE_10                  61
#define ACTION_PAGE_11                  62
#define ACTION_PAGE_12                  63
#define ACTION_PAGE_13                  64
#define ACTION_PAGE_14                  65
#define ACTION_PAGE_15                  66
#define ACTION_PAGE_16                  67
#define ACTION_PAGE_17                  68
#define ACTION_PAGE_18                  69
#define ACTION_PAGE_19                  70
#define ACTION_PAGE_20                  71
#define ACTION_PAGE_21                  72
#define ACTION_PAGE_22                  73
#define ACTION_PAGE_23                  74
#define ACTION_PAGE_24                  75
#define ACTION_PAGE_25                  76
#define ACTION_PAGE_26                  77
#define ACTION_PAGE_27                  78
#define ACTION_PAGE_28                  79
#define ACTION_PAGE_29                  80
#define ACTION_PAGE_30                  81
#define ACTION_PAGE_31                  82
#define ACTION_PAGE_32                  83
#define ACTION_OTHER                    84

#define NUM_ACTIONS                     85

#define ACTION_BORING_LAST              ACTION_BORING_10
#define ACTION_SLEEPING_LAST            ACTION_SLEEPING_3


/* values for special image configuration suffixes (must match game mode) */
#define GFX_SPECIAL_ARG_DEFAULT         0
#define GFX_SPECIAL_ARG_TITLE           1
#define GFX_SPECIAL_ARG_MAIN            2
#define GFX_SPECIAL_ARG_LEVELS          3
#define GFX_SPECIAL_ARG_SCORES          4
#define GFX_SPECIAL_ARG_EDITOR          5
#define GFX_SPECIAL_ARG_INFO            6
#define GFX_SPECIAL_ARG_SETUP           7
#define GFX_SPECIAL_ARG_PLAYING         8
#define GFX_SPECIAL_ARG_DOOR            9
#define GFX_SPECIAL_ARG_PREVIEW         10
#define GFX_SPECIAL_ARG_CRUMBLED        11

#define NUM_SPECIAL_GFX_ARGS            12


/* values for image configuration suffixes */
#define GFX_ARG_X                       0
#define GFX_ARG_Y                       1
#define GFX_ARG_XPOS                    2
#define GFX_ARG_YPOS                    3
#define GFX_ARG_WIDTH                   4
#define GFX_ARG_HEIGHT                  5
#define GFX_ARG_VERTICAL                6
#define GFX_ARG_OFFSET                  7
#define GFX_ARG_XOFFSET                 8
#define GFX_ARG_YOFFSET                 9
#define GFX_ARG_2ND_MOVEMENT_TILE       10
#define GFX_ARG_2ND_VERTICAL            11
#define GFX_ARG_2ND_OFFSET              12
#define GFX_ARG_2ND_XOFFSET             13
#define GFX_ARG_2ND_YOFFSET             14
#define GFX_ARG_2ND_SWAP_TILES          15      
#define GFX_ARG_FRAMES                  16
#define GFX_ARG_FRAMES_PER_LINE         17
#define GFX_ARG_START_FRAME             18
#define GFX_ARG_DELAY                   19
#define GFX_ARG_ANIM_MODE               20
#define GFX_ARG_GLOBAL_SYNC             21
#define GFX_ARG_CRUMBLED_LIKE           22
#define GFX_ARG_DIGGABLE_LIKE           23
#define GFX_ARG_BORDER_SIZE             24
#define GFX_ARG_STEP_OFFSET             25
#define GFX_ARG_STEP_DELAY              26
#define GFX_ARG_DIRECTION               27
#define GFX_ARG_POSITION                28
#define GFX_ARG_DRAW_XOFFSET            29
#define GFX_ARG_DRAW_YOFFSET            30
#define GFX_ARG_DRAW_MASKED             31
#define GFX_ARG_ANIM_DELAY_FIXED        32
#define GFX_ARG_ANIM_DELAY_RANDOM       33
#define GFX_ARG_POST_DELAY_FIXED        34
#define GFX_ARG_POST_DELAY_RANDOM       35
#define GFX_ARG_NAME                    36
#define GFX_ARG_SCALE_UP_FACTOR         37
#define GFX_ARG_CLONE_FROM              38

#define NUM_GFX_ARGS                    39


/* values for sound configuration suffixes */
#define SND_ARG_MODE_LOOP               0
#define SND_ARG_VOLUME                  1
#define SND_ARG_PRIORITY                2

#define NUM_SND_ARGS                    3


/* values for music configuration suffixes */
#define MUS_ARG_MODE_LOOP               0

#define NUM_MUS_ARGS                    1


/* values for font configuration */
#define FONT_INITIAL_1                  0
#define FONT_INITIAL_2                  1
#define FONT_INITIAL_3                  2
#define FONT_INITIAL_4                  3
#define FONT_TITLE_1                    4
#define FONT_TITLE_2                    5
#define FONT_MENU_1                     6
#define FONT_MENU_2                     7
#define FONT_TEXT_1_ACTIVE              8
#define FONT_TEXT_2_ACTIVE              9
#define FONT_TEXT_3_ACTIVE              10
#define FONT_TEXT_4_ACTIVE              11
#define FONT_TEXT_1                     12
#define FONT_TEXT_2                     13
#define FONT_TEXT_3                     14
#define FONT_TEXT_4                     15
#define FONT_ENVELOPE_1                 16
#define FONT_ENVELOPE_2                 17
#define FONT_ENVELOPE_3                 18
#define FONT_ENVELOPE_4                 19
#define FONT_INPUT_1_ACTIVE             20
#define FONT_INPUT_2_ACTIVE             21
#define FONT_INPUT_1                    22
#define FONT_INPUT_2                    23
#define FONT_OPTION_OFF                 24
#define FONT_OPTION_ON                  25
#define FONT_VALUE_1                    26
#define FONT_VALUE_2                    27
#define FONT_VALUE_OLD                  28
#define FONT_LEVEL_NUMBER_ACTIVE        29
#define FONT_LEVEL_NUMBER               30
#define FONT_TAPE_RECORDER              31
#define FONT_GAME_INFO                  32

#define NUM_FONTS                       33
#define NUM_INITIAL_FONTS               4

/* values for game_status (must match special image configuration suffixes) */
#define GAME_MODE_DEFAULT               0
#define GAME_MODE_TITLE                 1
#define GAME_MODE_MAIN                  2
#define GAME_MODE_LEVELS                3
#define GAME_MODE_SCORES                4
#define GAME_MODE_EDITOR                5
#define GAME_MODE_INFO                  6
#define GAME_MODE_SETUP                 7
#define GAME_MODE_PLAYING               8
#define GAME_MODE_PSEUDO_DOOR           9
#define GAME_MODE_PSEUDO_PREVIEW        10
#define GAME_MODE_PSEUDO_CRUMBLED       11

/* there are no special config file suffixes for these modes */
#define GAME_MODE_PSEUDO_TYPENAME       12
#define GAME_MODE_QUIT                  13

/* special definitions currently only used for custom artwork configuration */
#define MUSIC_PREFIX_BACKGROUND         0
#define NUM_MUSIC_PREFIXES              1
#define MAX_LEVELS                      1000

/* definitions for demo animation lists */
#define HELPANIM_LIST_NEXT              -1
#define HELPANIM_LIST_END               -999


/* program information and versioning definitions */
#define PROGRAM_VERSION_MAJOR           3
#define PROGRAM_VERSION_MINOR           2
#define PROGRAM_VERSION_PATCH           2
#define PROGRAM_VERSION_BUILD           0

#define PROGRAM_TITLE_STRING            "Rocks'n'Diamonds"
#define PROGRAM_AUTHOR_STRING           "Holger Schemel"
#define PROGRAM_COPYRIGHT_STRING        "Copyright 1995-2006 by Holger Schemel"
#define PROGRAM_EMAIL_STRING            "info@artsoft.org"
#define PROGRAM_WEBSITE_STRING          "http://www.artsoft.org/"

#define ICON_TITLE_STRING               PROGRAM_TITLE_STRING
#define COOKIE_PREFIX                   "ROCKSNDIAMONDS"
#define FILENAME_PREFIX                 "Rocks"

#define USERDATA_DIRECTORY_WIN32        PROGRAM_TITLE_STRING
#define USERDATA_DIRECTORY_MACOSX       PROGRAM_TITLE_STRING
#define USERDATA_DIRECTORY_UNIX         ".rocksndiamonds"
#define USERDATA_DIRECTORY_DOS          "userdata"

#if defined(PLATFORM_WIN32)
#define USERDATA_DIRECTORY              USERDATA_DIRECTORY_WIN32
#elif defined(PLATFORM_MACOSX)
#define USERDATA_DIRECTORY              USERDATA_DIRECTORY_MACOSX
#elif defined(PLATFORM_UNIX)
#define USERDATA_DIRECTORY              USERDATA_DIRECTORY_UNIX
#else
#define USERDATA_DIRECTORY              USERDATA_DIRECTORY_DOS
#endif

#define X11_ICON_FILENAME               "rocks_icon.xbm"
#define X11_ICONMASK_FILENAME           "rocks_iconmask.xbm"
#define SDL_ICON_FILENAME               "rocks_icon_32x32.pcx"
#define MSDOS_POINTER_FILENAME          "mouse.pcx"

/* file version numbers for resource files (levels, tapes, score, setup, etc.)
** currently supported/known file version numbers:
**      1.0 (old)
**      1.2 (still in use)
**      1.4 (still in use)
**      2.0 (actual)
*/
#define FILE_VERSION_1_0                VERSION_IDENT(1,0,0,0)
#define FILE_VERSION_1_2                VERSION_IDENT(1,2,0,0)
#define FILE_VERSION_1_4                VERSION_IDENT(1,4,0,0)
#define FILE_VERSION_2_0                VERSION_IDENT(2,0,0,0)
#define FILE_VERSION_3_0                VERSION_IDENT(3,0,0,0)

/* file version does not change for every program version, but is changed
   when new features are introduced that are incompatible with older file
   versions, so that they can be treated accordingly */
#define FILE_VERSION_ACTUAL             FILE_VERSION_3_0

#define GAME_VERSION_1_0                FILE_VERSION_1_0
#define GAME_VERSION_1_2                FILE_VERSION_1_2
#define GAME_VERSION_1_4                FILE_VERSION_1_4
#define GAME_VERSION_2_0                FILE_VERSION_2_0
#define GAME_VERSION_3_0                FILE_VERSION_3_0

#define GAME_VERSION_ACTUAL             VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
                                                      PROGRAM_VERSION_MINOR, \
                                                      PROGRAM_VERSION_PATCH, \
                                                      PROGRAM_VERSION_BUILD)

/* values for game_emulation */
#define EMU_NONE                        0
#define EMU_BOULDERDASH                 1
#define EMU_SOKOBAN                     2
#define EMU_SUPAPLEX                    3

/* values for level file type identifier */
#define LEVEL_FILE_TYPE_UNKNOWN         0
#define LEVEL_FILE_TYPE_RND             1
#define LEVEL_FILE_TYPE_BD              2
#define LEVEL_FILE_TYPE_EM              3
#define LEVEL_FILE_TYPE_SP              4
#define LEVEL_FILE_TYPE_DX              5
#define LEVEL_FILE_TYPE_SB              6
#define LEVEL_FILE_TYPE_DC              7

#define NUM_LEVEL_FILE_TYPES            8

/* values for game engine type identifier */
#define GAME_ENGINE_TYPE_UNKNOWN        LEVEL_FILE_TYPE_UNKNOWN
#define GAME_ENGINE_TYPE_RND            LEVEL_FILE_TYPE_RND
#define GAME_ENGINE_TYPE_EM             LEVEL_FILE_TYPE_EM

#define NUM_ENGINE_TYPES                3


struct MenuInfo
{
  int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
  int draw_yoffset[NUM_SPECIAL_GFX_ARGS];

  int scrollbar_xoffset;

  int list_size[NUM_SPECIAL_GFX_ARGS];

  int fade_delay;
  int post_delay;

  int sound[NUM_SPECIAL_GFX_ARGS];
  int music[NUM_SPECIAL_GFX_ARGS];
};

struct DoorInfo
{
  int width;
  int height;
  int step_offset;
  int step_delay;
  int anim_mode;
};

struct PreviewInfo
{
  int x, y;
  int xsize, ysize;
  int tile_size;
  int step_offset;
  int step_delay;
};

struct HiScore
{
  char Name[MAX_PLAYER_NAME_LEN + 1];
  int Score;
};

struct Content
{
  int e[3][3];
};

struct EnvelopeInfo
{
  int xsize;
  int ysize;

  char text[MAX_ENVELOPE_TEXT_LEN + 1];
};

struct LevelSetInfo
{
  int music[MAX_LEVELS];
};

struct LevelFileInfo
{
  int nr;
  int type;
  boolean packed;
  char *basename;
  char *filename;
};

struct DateInfo
{
  int year;
  int month;
  int day;
};

struct LevelInfo
{
  struct LevelFileInfo file_info;

  int game_engine_type;

  /* level stored in native format for the alternative native game engines */
  struct LevelInfo_EM *native_em_level;

  int file_version;     /* file format version the level is stored with    */
  int game_version;     /* game release version the level was created with */

  struct DateInfo creation_date;

  boolean encoding_16bit_field;         /* level contains 16-bit elements  */
  boolean encoding_16bit_yamyam;        /* yamyam contains 16-bit elements */
  boolean encoding_16bit_amoeba;        /* amoeba contains 16-bit elements */

  int fieldx, fieldy;

  int time;                             /* available time (seconds) */
  int gems_needed;

  char name[MAX_LEVEL_NAME_LEN + 1];
  char author[MAX_LEVEL_AUTHOR_LEN + 1];

  struct EnvelopeInfo envelope[NUM_ENVELOPES];

  int score[LEVEL_SCORE_ELEMENTS];

  struct Content yamyam_content[MAX_ELEMENT_CONTENTS];
  int num_yamyam_contents;

  int amoeba_speed;
  int amoeba_content;

  int game_of_life[4];
  int biomaze[4];

  int time_magic_wall;
  int time_wheel;
  int time_light;
  int time_timegate;

  int shield_normal_time;
  int shield_deadly_time;

  int extra_time;
  int time_orb_time;

  int extra_time_score;

  int start_element[MAX_PLAYERS];
  boolean use_start_element[MAX_PLAYERS];

  int artwork_element[MAX_PLAYERS];
  boolean use_artwork_element[MAX_PLAYERS];

  int explosion_element[MAX_PLAYERS];
  boolean use_explosion_element[MAX_PLAYERS];

  /* values for the new EMC elements */
  int android_move_time;
  int android_clone_time;
  boolean ball_random;
  boolean ball_state_initial;
  int ball_time;
  int lenses_score;
  int magnify_score;
  int slurp_score;
  int lenses_time;
  int magnify_time;
  int wind_direction_initial;

  struct Content ball_content[MAX_ELEMENT_CONTENTS];
  int num_ball_contents;

  int num_android_clone_elements;
  int android_clone_element[MAX_ANDROID_ELEMENTS];

  int can_move_into_acid_bits;  /* bitfield to store property for elements */
  int dont_collide_with_bits;   /* bitfield to store property for elements */

  int initial_player_stepsize[MAX_PLAYERS];     /* initial player speed */
  boolean initial_player_gravity[MAX_PLAYERS];

  boolean em_slippery_gems;     /* EM style "gems slip from wall" behaviour */
  boolean use_spring_bug;       /* for compatibility with old levels */
  boolean use_time_orb_bug;     /* for compatibility with old levels */
  boolean instant_relocation;   /* no visual delay when relocating player */
  boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
  boolean grow_into_diggable;   /* amoeba can grow into anything diggable */

  boolean continuous_snapping;  /* repeated snapping without releasing key */
  boolean block_snap_field;     /* snapping blocks field to show animation */
  boolean block_last_field;     /* player blocks previous field while moving */
  boolean sp_block_last_field;  /* player blocks previous field while moving */

  /* ('int' instead of 'boolean' because used as selectbox value in editor) */
  int use_step_counter;         /* count steps instead of seconds for level */

  short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];

  boolean use_custom_template;  /* use custom properties from template file */

  boolean no_valid_file;        /* set when level file missing or invalid */

  boolean changed;              /* set when level was changed in the editor */
};

struct GlobalInfo
{
  char *autoplay_leveldir;
  int autoplay_level[MAX_TAPES_PER_SET];
  boolean autoplay_all;

  char *convert_leveldir;
  int convert_level_nr;

  int num_toons;

  float frames_per_second;
  boolean fps_slowdown;
  int fps_slowdown_factor;
};

struct ElementChangeInfo
{
  boolean can_change;           /* use or ignore this change info */

  boolean has_event[NUM_CHANGE_EVENTS];         /* change events */

  int trigger_player;           /* player triggering change */
  int trigger_side;             /* side triggering change */
  int trigger_page;             /* page triggering change */

  int 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) */

  int trigger_element;          /* element triggering change */

  struct Content target_content;/* elements for extended change target */
  boolean use_target_content;   /* use extended change target */
  boolean only_if_complete;     /* only use complete target content */
  boolean use_random_replace;   /* use random value for replacing elements */
  int random_percentage;        /* random value for replacing elements */
  int replace_when;             /* type of elements that can be replaced */

  boolean explode;              /* explode instead of change */

  boolean has_action;           /* execute action on specified condition */
  int action_type;              /* type of action */
  int action_mode;              /* mode of action */
  int action_arg;               /* parameter of action */

  /* ---------- internal values used at runtime when playing ---------- */

  /* 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);

  short actual_trigger_element; /* element that actually triggered change */
  int actual_trigger_side;      /* element side that triggered the change */
  int actual_trigger_player;    /* player which actually triggered change */
  int actual_trigger_ce_value;  /* CE value of element that triggered change */
  int actual_trigger_ce_score;  /* CE score of element that triggered change */

  boolean can_change_or_has_action;     /* can_change | has_action */

  /* ---------- internal values used in level editor ---------- */

  int direct_action;            /* change triggered by actions on element */
  int other_action;             /* change triggered by other element actions */
};

struct ElementGroupInfo
{
  int num_elements;                     /* number of elements in this group */
  int element[MAX_ELEMENTS_IN_GROUP];   /* list of elements in this group */

  int choice_mode;              /* how to choose element from group */

  /* ---------- internal values used at runtime when playing ---------- */

  /* the following is the same as above, but with recursively resolved group
     elements (group elements may also contain further group elements!) */
  int num_elements_resolved;
  short element_resolved[NUM_FILE_ELEMENTS];

  int choice_pos;               /* current element choice position */
};

struct ElementNameInfo
{
  /* ---------- 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;     /* pre-defined description for level editor */
};

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;     /* pre-defined description for level editor */
  char *custom_description;     /* alternative description from config file */
  char description[MAX_ELEMENT_NAME_LEN + 1];   /* for custom/group elements */

  /* ---------- graphic and sound definitions ---------- */

  int graphic[NUM_ACTIONS];     /* default graphics for several actions */
  int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS_FULL];
                                /* special graphics for left/right/up/down */

  int crumbled[NUM_ACTIONS];    /* crumbled graphics for several actions */
  int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS_FULL];
                                /* 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 ---------- */

  unsigned long properties[NUM_EP_BITFIELDS];   /* element base properties */

  boolean use_gfx_element;      /* use custom graphic element */
  int gfx_element;              /* optional custom graphic element */

  int access_direction;         /* accessible from which direction */

  int collect_score_initial;    /* initial score value for collecting */
  int collect_count_initial;    /* initial count value for collecting */

  int ce_value_fixed_initial;   /* initial value for custom variable (fix) */
  int ce_value_random_initial;  /* initial value for custom variable (rnd) */
  boolean use_last_ce_value;    /* use value from element before change */

  int push_delay_fixed;         /* constant delay before pushing */
  int push_delay_random;        /* additional random delay before pushing */
  int drop_delay_fixed;         /* constant delay after dropping */
  int drop_delay_random;        /* additional random delay after dropping */
  int move_delay_fixed;         /* constant delay after moving */
  int move_delay_random;        /* additional random delay after 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 move_enter_element;       /* element that can be entered (and removed) */
  int move_leave_element;       /* element that can be left behind */
  int move_leave_type;          /* change (limited) or leave (unlimited) */

  int slippery_type;            /* how/where other elements slip away */

  struct Content content;       /* new elements after explosion */

  int explosion_type;           /* type of explosion, like 3x3, 3+3 or 1x1 */
  int explosion_delay;          /* duration of explosion of this element */
  int ignition_delay;           /* delay for explosion by other 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 */

  struct ElementGroupInfo *group;       /* pointer to element group info */

  /* ---------- internal values used at runtime when playing ---------- */

  boolean has_change_event[NUM_CHANGE_EVENTS];

  int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
  struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */

  boolean in_group[NUM_GROUP_ELEMENTS];

  int collect_score;            /* runtime score value for collecting */

  /* ---------- internal values used in level editor ---------- */

  int access_type;              /* walkable or passable */
  int access_layer;             /* accessible over/inside/under */
  int access_protected;         /* protection against deadly elements */
  int walk_to_action;           /* diggable/collectible/pushable */
  int smash_targets;            /* can smash player/enemies/everything */
  int deadliness;               /* deadly when running/colliding/touching */

  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
{
  char *token_name;             /* font token used in config files */

  int graphic;                  /* default graphic for this font */
  int special_graphic[NUM_SPECIAL_GFX_ARGS];
                                /* special graphics for certain screens */
  int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
                                /* internal bitmap ID for special graphics */
};

struct GraphicInfo
{
  Bitmap *bitmap;
  int src_image_width;          /* scaled bitmap size, but w/o small images */
  int src_image_height;         /* scaled bitmap size, but w/o small images */

  int src_x, src_y;             /* start position of animation frames */
  int width, height;            /* width/height of each animation frame */

  int offset_x, offset_y;       /* x/y offset to next animation frame */
  int offset2_x, offset2_y;     /* x/y offset to second movement tile */

  boolean double_movement;      /* animation has second movement tile */
  int swap_double_tiles;        /* explicitely force or forbid tile swapping */

  int anim_frames;
  int anim_frames_per_line;
  int anim_start_frame;
  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 border_size;              /* border size for "crumbled" graphics */

  int scale_up_factor;          /* optional factor for scaling image up */

  int clone_from;               /* graphic for cloning *all* settings */

  int anim_delay_fixed;         /* optional delay values for bored and   */
  int anim_delay_random;        /* sleeping player animations (animation */
  int post_delay_fixed;         /* intervall and following pause before  */
  int post_delay_random;        /* next intervall (bored animation only) */

  int step_offset;              /* optional step offset of toon animations */
  int step_delay;               /* optional step delay of toon animations */

  int draw_xoffset;             /* optional offset for drawing font chars */
  int draw_yoffset;             /* optional offset for drawing font chars */

  int draw_masked;              /* optional setting for drawing envelope gfx */

#if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
  Pixmap clip_mask;             /* single-graphic-only clip mask for X11 */
  GC clip_gc;                   /* single-graphic-only clip gc for X11 */
#endif
};

struct SoundInfo
{
  boolean loop;
  int volume;
  int priority;
};

struct MusicInfo
{
  boolean loop;
};

struct MusicPrefixInfo
{
  char *prefix;
  boolean is_loop_music;
};

struct MusicFileInfo
{
  char *basename;

  char *title_header;
  char *artist_header;
  char *album_header;
  char *year_header;

  char *title;
  char *artist;
  char *album;
  char *year;

  int music;

  boolean is_sound;

  struct MusicFileInfo *next;
};

struct ElementActionInfo
{
  char *suffix;
  int value;
  boolean is_loop_sound;
};

struct ElementDirectionInfo
{
  char *suffix;
  int value;
};

struct SpecialSuffixInfo
{
  char *suffix;
  int value;
};

struct HelpAnimInfo
{
  int element;
  int action;
  int direction;

  int delay;
};


extern Bitmap                  *bitmap_db_cross;
extern Bitmap                  *bitmap_db_field;
extern Bitmap                  *bitmap_db_panel;
extern Bitmap                  *bitmap_db_door;
extern Pixmap                   tile_clipmask[];
extern DrawBuffer              *fieldbuffer;
extern DrawBuffer              *drawto_field;

extern int                      game_status;
extern boolean                  level_editor_test_game;
extern boolean                  network_playing;

#if defined(TARGET_SDL)
extern boolean                  network_server;
extern SDL_Thread              *server_thread;
#endif

extern int                      key_joystick_mapping;

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                    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                    ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short                    CustomValue[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 short                    ChangeCount[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short                    ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short                    WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short                    WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short                    CheckCollision[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short                    AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short                    AmoebaCnt[MAX_NUM_AMOEBA];
extern short                    AmoebaCnt2[MAX_NUM_AMOEBA];
extern short                    ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short                    ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short                    ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern int                      RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern int                      PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];

extern int                      GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern int                      GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern int                      GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern int                      GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern int                      GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];

extern int                      lev_fieldx, lev_fieldy;
extern int                      scroll_x, scroll_y;

extern int                      FX, FY;
extern int                      ScrollStepSize;
extern int                      ScreenMovDir, ScreenMovPos, ScreenGfxPos;
extern int                      BorderElement;
extern int                      GameFrameDelay;
extern int                      FfwdFrameDelay;
extern int                      BX1, BY1;
extern int                      BX2, BY2;
extern int                      SBX_Left, SBX_Right;
extern int                      SBY_Upper, SBY_Lower;
extern int                      ZX, ZY;
extern int                      ExitX, ExitY;
extern int                      AllPlayersGone;

extern int                      TimeFrames, TimePlayed, TimeLeft, TapeTime;

extern boolean                  network_player_action_received;

extern int                      graphics_action_mapping[];

extern struct LevelSetInfo      levelset;
extern struct LevelInfo         level, level_template;
extern struct HiScore           highscore[];
extern struct TapeInfo          tape;
extern struct GlobalInfo        global;
extern struct MenuInfo          menu;
extern struct DoorInfo          door_1, door_2;
extern struct PreviewInfo       preview;
extern struct ElementInfo       element_info[];
extern struct ElementNameInfo   element_name_info[];
extern struct ElementActionInfo element_action_info[];
extern struct ElementDirectionInfo element_direction_info[];
extern struct SpecialSuffixInfo special_suffix_info[];
extern struct TokenIntPtrInfo   image_config_vars[];
extern struct FontInfo          font_info[];
extern struct MusicPrefixInfo   music_prefix_info[];
extern struct GraphicInfo      *graphic_info;
extern struct SoundInfo        *sound_info;
extern struct MusicInfo        *music_info;
extern struct MusicFileInfo    *music_file_info;
extern struct HelpAnimInfo     *helpanim_info;
extern SetupFileHash           *helptext_info;
extern struct ConfigTypeInfo    image_config_suffix[];
extern struct ConfigTypeInfo    sound_config_suffix[];
extern struct ConfigTypeInfo    music_config_suffix[];
extern struct ConfigInfo        image_config[];
extern struct ConfigInfo        sound_config[];
extern struct ConfigInfo        music_config[];
extern struct ConfigInfo        helpanim_config[];
extern struct ConfigInfo        helptext_config[];

#endif  /* MAIN_H */

