-/***********************************************************
-* Rocks'n'Diamonds -- McDuffin Strikes Back! *
-*----------------------------------------------------------*
-* (c) 1995-2002 Artsoft Entertainment *
-* Holger Schemel *
-* Detmolder Strasse 189 *
-* 33604 Bielefeld *
-* Germany *
-* e-mail: info@artsoft.org *
-*----------------------------------------------------------*
-* main.h *
-***********************************************************/
+// ============================================================================
+// Rocks'n'Diamonds - McDuffin Strikes Back!
+// ----------------------------------------------------------------------------
+// (c) 1995-2014 by Artsoft Entertainment
+// Holger Schemel
+// info@artsoft.org
+// http://www.artsoft.org/
+// ----------------------------------------------------------------------------
+// main.h
+// ============================================================================
#ifndef MAIN_H
#define MAIN_H
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
#include <time.h>
#include <sys/time.h>
#include <sys/types.h>
#include <fcntl.h>
#include "libgame/libgame.h"
-
-#define WIN_XSIZE 672
-#define WIN_YSIZE 560
-
-#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 128
-#define MAX_LEV_FIELDY 128
-
-#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 'Elementeigenschaften1' */
-#define EP_BIT_AMOEBALIVE (1 << 0)
-#define EP_BIT_AMOEBOID (1 << 1)
-#define EP_BIT_SCHLUESSEL (1 << 2)
-#define EP_BIT_PFORTE (1 << 3)
-#define EP_BIT_SOLID (1 << 4)
-#define EP_BIT_MASSIVE (1 << 5)
-#define EP_BIT_SLIPPERY (1 << 6)
-#define EP_BIT_ENEMY (1 << 7)
-#define EP_BIT_MAUER (1 << 8)
-#define EP_BIT_CAN_FALL (1 << 9)
-#define EP_BIT_CAN_SMASH (1 << 10)
-#define EP_BIT_CAN_CHANGE (1 << 11)
-#define EP_BIT_CAN_MOVE (1 << 12)
-#define EP_BIT_COULD_MOVE (1 << 13)
-#define EP_BIT_DONT_TOUCH (1 << 14)
-#define EP_BIT_DONT_GO_TO (1 << 15)
-#define EP_BIT_MAMPF2 (1 << 16)
-#define EP_BIT_CHAR (1 << 17)
-#define EP_BIT_BD_ELEMENT (1 << 18)
-#define EP_BIT_SB_ELEMENT (1 << 19)
-#define EP_BIT_GEM (1 << 20)
-#define EP_BIT_INACTIVE (1 << 21)
-#define EP_BIT_EXPLOSIVE (1 << 22)
-#define EP_BIT_MAMPF3 (1 << 23)
-#define EP_BIT_PUSHABLE (1 << 24)
-#define EP_BIT_PLAYER (1 << 25)
-#define EP_BIT_HAS_CONTENT (1 << 26)
-#define EP_BIT_EATABLE (1 << 27)
-#define EP_BIT_SP_ELEMENT (1 << 28)
-#define EP_BIT_QUICK_GATE (1 << 29)
-#define EP_BIT_OVER_PLAYER (1 << 30)
-#define EP_BIT_ACTIVE_BOMB (1 << 31)
-
-/* values for 'Elementeigenschaften2' */
-#define EP_BIT_BELT (1 << 0)
-#define EP_BIT_BELT_SWITCH (1 << 1)
-#define EP_BIT_TUBE (1 << 2)
-#define EP_BIT_EM_SLIPPERY_WALL (1 << 3)
-
-#define IS_AMOEBALIVE(e) (Elementeigenschaften1[e] & EP_BIT_AMOEBALIVE)
-#define IS_AMOEBOID(e) (Elementeigenschaften1[e] & EP_BIT_AMOEBOID)
-#define IS_SCHLUESSEL(e) (Elementeigenschaften1[e] & EP_BIT_SCHLUESSEL)
-#define IS_PFORTE(e) (Elementeigenschaften1[e] & EP_BIT_PFORTE)
-#define IS_SOLID(e) (Elementeigenschaften1[e] & EP_BIT_SOLID)
-#define IS_MASSIVE(e) (Elementeigenschaften1[e] & EP_BIT_MASSIVE)
-#define IS_SLIPPERY(e) (Elementeigenschaften1[e] & EP_BIT_SLIPPERY)
-#define IS_ENEMY(e) (Elementeigenschaften1[e] & EP_BIT_ENEMY)
-#define IS_MAUER(e) (Elementeigenschaften1[e] & EP_BIT_MAUER)
-#define CAN_FALL(e) (Elementeigenschaften1[e] & EP_BIT_CAN_FALL)
-#define CAN_SMASH(e) (Elementeigenschaften1[e] & EP_BIT_CAN_SMASH)
-#define CAN_CHANGE(e) (Elementeigenschaften1[e] & EP_BIT_CAN_CHANGE)
-#define CAN_MOVE(e) (Elementeigenschaften1[e] & EP_BIT_CAN_MOVE)
-#define COULD_MOVE(e) (Elementeigenschaften1[e] & EP_BIT_COULD_MOVE)
-#define DONT_TOUCH(e) (Elementeigenschaften1[e] & EP_BIT_DONT_TOUCH)
-#define DONT_GO_TO(e) (Elementeigenschaften1[e] & EP_BIT_DONT_GO_TO)
-#define IS_MAMPF2(e) (Elementeigenschaften1[e] & EP_BIT_MAMPF2)
-#define IS_CHAR(e) (Elementeigenschaften1[e] & EP_BIT_CHAR)
-#define IS_BD_ELEMENT(e) (Elementeigenschaften1[e] & EP_BIT_BD_ELEMENT)
-#define IS_SB_ELEMENT(e) (Elementeigenschaften1[e] & EP_BIT_SB_ELEMENT)
-#define IS_GEM(e) (Elementeigenschaften1[e] & EP_BIT_GEM)
-#define IS_INACTIVE(e) (Elementeigenschaften1[e] & EP_BIT_INACTIVE)
-#define IS_EXPLOSIVE(e) (Elementeigenschaften1[e] & EP_BIT_EXPLOSIVE)
-#define IS_MAMPF3(e) (Elementeigenschaften1[e] & EP_BIT_MAMPF3)
-#define IS_PUSHABLE(e) (Elementeigenschaften1[e] & EP_BIT_PUSHABLE)
-#define ELEM_IS_PLAYER(e) (Elementeigenschaften1[e] & EP_BIT_PLAYER)
-#define HAS_CONTENT(e) (Elementeigenschaften1[e] & EP_BIT_HAS_CONTENT)
-#define IS_EATABLE(e) (Elementeigenschaften1[e] & EP_BIT_EATABLE)
-#define IS_SP_ELEMENT(e) (Elementeigenschaften1[e] & EP_BIT_SP_ELEMENT)
-#define IS_QUICK_GATE(e) (Elementeigenschaften1[e] & EP_BIT_QUICK_GATE)
-#define IS_OVER_PLAYER(e) (Elementeigenschaften1[e] & EP_BIT_OVER_PLAYER)
-#define IS_ACTIVE_BOMB(e) (Elementeigenschaften1[e] & EP_BIT_ACTIVE_BOMB)
-#define IS_BELT(e) (Elementeigenschaften2[e] & EP_BIT_BELT)
-#define IS_BELT_SWITCH(e) (Elementeigenschaften2[e] & EP_BIT_BELT_SWITCH)
-#define IS_TUBE(e) (Elementeigenschaften2[e] & EP_BIT_TUBE)
-#define IS_EM_SLIPPERY_WALL(e) (Elementeigenschaften2[e] & EP_BIT_EM_SLIPPERY_WALL)
-
-#define IS_PLAYER(x,y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
-
-#define IS_FREE(x,y) (Feld[x][y] == EL_LEERRAUM && !IS_PLAYER(x,y))
-#define IS_FREE_OR_PLAYER(x,y) (Feld[x][y] == EL_LEERRAUM)
+#include "game_em/game_em.h"
+#include "game_sp/game_sp.h"
+#include "game_mm/game_mm.h"
+#include "engines.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_EMPTY_SPACE
+#define IMG_SP_EMPTY_SPACE IMG_EMPTY_SPACE
+#define IMG_EXPLOSION IMG_DEFAULT_EXPLODING
+#define IMG_CHAR_START IMG_CHAR_SPACE
+#define IMG_STEEL_CHAR_START IMG_STEEL_CHAR_SPACE
+#define IMG_CUSTOM_START IMG_CUSTOM_1
+
+#define SND_UNDEFINED (-1)
+#define MUS_UNDEFINED (-1)
+
+#define WIN_XSIZE_DEFAULT 672
+#define WIN_YSIZE_DEFAULT 560
+
+#define SCR_FIELDX_DEFAULT 17
+#define SCR_FIELDY_DEFAULT 17
+
+#define SXSIZE_DEFAULT (SCR_FIELDX_DEFAULT * TILEX)
+#define SYSIZE_DEFAULT (SCR_FIELDY_DEFAULT * TILEY)
+
+#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 MIN_SCROLL_DELAY 0
+#define STD_SCROLL_DELAY 3
+#define MAX_SCROLL_DELAY 8
+
+#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_FIELD(x, y, xsize, ysize) ((x) >= 0 && (x) < (xsize) && \
+ (y) >= 0 && (y) < (ysize))
+#define IN_FIELD_MINMAX(x, y, xmin, ymin, xmax, ymax) \
+ ((x) >= (xmin) && (x) <= (xmax) && \
+ (y) >= (ymin) && (y) <= (ymax))
+
+#define IN_PIX_FIELD(x, y) IN_FIELD(x, y, SXSIZE, SYSIZE)
+#define IN_VIS_FIELD(x, y) IN_FIELD(x, y, SCR_FIELDX, SCR_FIELDY)
+#define IN_LEV_FIELD(x, y) IN_FIELD(x, y, lev_fieldx, lev_fieldy)
+#define IN_SCR_FIELD(x, y) IN_FIELD_MINMAX(x,y, BX1,BY1, BX2,BY2)
+
+// values for configurable properties (custom elem's only, else pre-defined)
+// (never change these values, as they are stored in level files!)
+#define EP_DIGGABLE 0
+#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_CAN_CHANGE 7
+#define EP_CAN_MOVE 8
+#define EP_CAN_FALL 9
+#define EP_CAN_SMASH_PLAYER 10
+#define EP_CAN_SMASH_ENEMIES 11
+#define EP_CAN_SMASH_EVERYTHING 12
+#define EP_EXPLODES_BY_FIRE 13
+#define EP_EXPLODES_SMASHED 14
+#define EP_EXPLODES_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_EXPLODES_1X1_OLD 23
+#define EP_PUSHABLE 24
+#define EP_EXPLODES_CROSS_OLD 25
+#define EP_PROTECTED 26
+#define EP_CAN_MOVE_INTO_ACID 27
+#define EP_THROWABLE 28
+#define EP_CAN_EXPLODE 29
+#define EP_GRAVITY_REACHABLE 30
+#define EP_DONT_GET_HIT_BY 31
+
+// values for pre-defined properties
+// (from here on, values can be changed by inserting new values)
+#define EP_PLAYER 32
+#define EP_CAN_PASS_MAGIC_WALL 33
+#define EP_CAN_PASS_DC_MAGIC_WALL 34
+#define EP_SWITCHABLE 35
+#define EP_BD_ELEMENT 36
+#define EP_SP_ELEMENT 37
+#define EP_SB_ELEMENT 38
+#define EP_GEM 39
+#define EP_FOOD_DARK_YAMYAM 40
+#define EP_FOOD_PENGUIN 41
+#define EP_FOOD_PIG 42
+#define EP_HISTORIC_WALL 43
+#define EP_HISTORIC_SOLID 44
+#define EP_CLASSIC_ENEMY 45
+#define EP_BELT 46
+#define EP_BELT_ACTIVE 47
+#define EP_BELT_SWITCH 48
+#define EP_TUBE 49
+#define EP_ACID_POOL 50
+#define EP_KEYGATE 51
+#define EP_AMOEBOID 52
+#define EP_AMOEBALIVE 53
+#define EP_HAS_EDITOR_CONTENT 54
+#define EP_CAN_TURN_EACH_MOVE 55
+#define EP_CAN_GROW 56
+#define EP_ACTIVE_BOMB 57
+#define EP_INACTIVE 58
+
+// values for special configurable properties (depending on level settings)
+#define EP_EM_SLIPPERY_WALL 59
+
+// values for special graphics properties (no effect on game engine)
+#define EP_GFX_CRUMBLED 60
+
+// values for derived properties (determined from properties above)
+#define EP_ACCESSIBLE_OVER 61
+#define EP_ACCESSIBLE_INSIDE 62
+#define EP_ACCESSIBLE_UNDER 63
+#define EP_WALKABLE 64
+#define EP_PASSABLE 65
+#define EP_ACCESSIBLE 66
+#define EP_COLLECTIBLE 67
+#define EP_SNAPPABLE 68
+#define EP_WALL 69
+#define EP_SOLID_FOR_PUSHING 70
+#define EP_DRAGONFIRE_PROOF 71
+#define EP_EXPLOSION_PROOF 72
+#define EP_CAN_SMASH 73
+#define EP_EXPLODES_3X3_OLD 74
+#define EP_CAN_EXPLODE_BY_FIRE 75
+#define EP_CAN_EXPLODE_SMASHED 76
+#define EP_CAN_EXPLODE_IMPACT 77
+#define EP_SP_PORT 78
+#define EP_CAN_EXPLODE_BY_DRAGONFIRE 79
+#define EP_CAN_EXPLODE_BY_EXPLOSION 80
+#define EP_COULD_MOVE_INTO_ACID 81
+#define EP_MAYBE_DONT_COLLIDE_WITH 82
+#define EP_CAN_BE_CLONED_BY_ANDROID 83
+
+// values for internal purpose only (level editor)
+#define EP_WALK_TO_OBJECT 84
+#define EP_DEADLY 85
+#define EP_EDITOR_CASCADE 86
+#define EP_EDITOR_CASCADE_ACTIVE 87
+#define EP_EDITOR_CASCADE_INACTIVE 88
+
+// values for internal purpose only (game engine)
+#define EP_HAS_ACTION 89
+#define EP_CAN_CHANGE_OR_HAS_ACTION 90
+
+// values for internal purpose only (other)
+#define EP_OBSOLETE 91
+
+#define NUM_ELEMENT_PROPERTIES 92
+
+#define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
+#define EP_BITFIELD_BASE_NR 0
+
+#define EP_BITMASK_BASE_DEFAULT (1 << EP_CAN_MOVE_INTO_ACID)
+#define EP_BITMASK_DEFAULT 0
+
+#define PROPERTY_BIT(p) (1 << ((p) % 32))
+#define PROPERTY_VAR(e,p) (element_info[e].properties[(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_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)
+#define PLAYER_BITS_ACTION (1 << 5)
+
+// 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 (stored in level file)
+#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_SET_PLAYER_INVENTORY 18
+#define CA_SET_CE_ARTWORK 19
+#define CA_SET_LEVEL_RANDOM_SEED 20
+
+#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_ACTION (CA_ARG_PLAYER + PLAYER_BITS_ACTION)
+#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_ACTION (CA_ARG_ELEMENT + 7)
+#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_ACTION (CA_ARG_ELEMENT_ACTION)
+#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_ACTION (CA_ARG_ELEMENT + 8)
+#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_ACTION (CA_ARG_ELEMENT + 9)
+#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_INVENTORY 18000
+#define CA_ARG_INVENTORY_RESET (CA_ARG_INVENTORY + 0)
+#define CA_ARG_INVENTORY_RM_TARGET (CA_ARG_INVENTORY + 1)
+#define CA_ARG_INVENTORY_RM_TRIGGER (CA_ARG_INVENTORY + 2)
+#define CA_ARG_INVENTORY_RM_ACTION (CA_ARG_INVENTORY + 3)
+#define CA_ARG_INVENTORY_RM_FIRST (CA_ARG_INVENTORY + 4)
+#define CA_ARG_INVENTORY_RM_LAST (CA_ARG_INVENTORY + 5)
+#define CA_ARG_INVENTORY_RM_ALL (CA_ARG_INVENTORY + 6)
+#define CA_ARG_INVENTORY_HEADLINE (CA_ARG_INVENTORY + 998)
+#define CA_ARG_INVENTORY_RM_HEADLINE (CA_ARG_INVENTORY + 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)
+#define DONT_GET_HIT_BY(e) HAS_PROPERTY(e, EP_DONT_GET_HIT_BY)
+
+// 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 CAN_PASS_DC_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_DC_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_ACID_POOL(e) HAS_PROPERTY(e, EP_ACID_POOL)
+#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_FILE_ELEMENT(e) ((e) >= 0 && \
+ (e) <= NUM_FILE_ELEMENTS)
+
+#define IS_DRAWABLE_ELEMENT(e) ((e) >= 0 && \
+ (e) <= NUM_DRAWABLE_ELEMENTS)
+
+#define IS_RUNTIME_ELEMENT(e) ((e) >= 0 && \
+ (e) <= NUM_RUNTIME_ELEMENTS)
+
+#define IS_VALID_ELEMENT(e) ((e) >= 0 && \
+ (e) <= MAX_NUM_ELEMENTS)
+
+#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_MM_ELEMENT(e) ((e) >= EL_MM_START && \
+ (e) <= EL_MM_END)
+
+#define IS_DF_ELEMENT(e) ((e) >= EL_DF_START && \
+ (e) <= EL_DF_END)
+
+#define IS_MM_MCDUFFIN(e) ((e) >= EL_MM_MCDUFFIN_START && \
+ (e) <= EL_MM_MCDUFFIN_END)
+
+#define IS_DF_LASER(e) ((e) >= EL_DF_LASER_START && \
+ (e) <= EL_DF_LASER_END)
+
+#define IS_MM_WALL(e) (((e) >= EL_MM_WALL_START && \
+ (e) <= EL_MM_WALL_END) || \
+ ((e) >= EL_DF_WALL_START && \
+ (e) <= EL_DF_WALL_END))
+
+#define IS_DF_WALL(e) ((e) >= EL_DF_WALL_START && \
+ (e) <= EL_DF_WALL_END)
+
+#define IS_MM_WALL_EDITOR(e) ((e) == EL_MM_STEEL_WALL || \
+ (e) == EL_MM_WOODEN_WALL || \
+ (e) == EL_MM_ICE_WALL || \
+ (e) == EL_MM_AMOEBA_WALL || \
+ (e) == EL_DF_STEEL_WALL || \
+ (e) == EL_DF_WOODEN_WALL)
+
+#define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \
+ (e) <= EL_ENVELOPE_4)
+
+#define IS_BALLOON_ELEMENT(e) ((e) == EL_BALLOON || \
+ (e) == EL_BALLOON_SWITCH_LEFT || \
+ (e) == EL_BALLOON_SWITCH_RIGHT || \
+ (e) == EL_BALLOON_SWITCH_UP || \
+ (e) == EL_BALLOON_SWITCH_DOWN || \
+ (e) == EL_BALLOON_SWITCH_ANY || \
+ (e) == EL_BALLOON_SWITCH_NONE)
+
+#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_DC_GATE(e) ((e) == EL_DC_GATE_WHITE)
+#define IS_GATE(e) (IS_RND_GATE(e) || \
+ IS_EM_GATE(e) || \
+ IS_EMC_GATE(e) || \
+ IS_DC_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_DC_GATE_GRAY(e) ((e) == EL_DC_GATE_WHITE_GRAY)
+#define IS_DC_GATE_GRAY_ACTIVE(e) ((e) == EL_DC_GATE_WHITE_GRAY_ACTIVE)
+
+#define IS_GATE_GRAY(e) (IS_RND_GATE_GRAY(e) || \
+ IS_EM_GATE_GRAY(e) || \
+ IS_EMC_GATE_GRAY(e) || \
+ IS_DC_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) || \
+ IS_DC_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 IS_ACID_POOL_OR_ACID(e) (IS_ACID_POOL(e) || (e) == EL_ACID)
+
+#define IS_EMC_PILLAR(e) ((e) >= EL_EMC_WALL_1 && \
+ (e) <= EL_EMC_WALL_3)
+#define IS_SP_CHIP(e) ((e) == EL_SP_CHIP_SINGLE || \
+ (e) == EL_SP_CHIP_LEFT || \
+ (e) == EL_SP_CHIP_RIGHT || \
+ (e) == EL_SP_CHIP_TOP || \
+ (e) == EL_SP_CHIP_BOTTOM)
+#define IS_SP_HARDWARE_BASE(e) ((e) == EL_SP_HARDWARE_BASE_1 || \
+ (e) == EL_SP_HARDWARE_BASE_2 || \
+ (e) == EL_SP_HARDWARE_BASE_3 || \
+ (e) == EL_SP_HARDWARE_BASE_4 || \
+ (e) == EL_SP_HARDWARE_BASE_5 || \
+ (e) == EL_SP_HARDWARE_BASE_6)
+
+#define IS_DC_STEELWALL_2(e) ((e) >= EL_DC_STEELWALL_2_LEFT && \
+ (e) <= EL_DC_STEELWALL_2_SINGLE)
+
+#define MM_WALL_BASE(e) ((e) & 0xfff0)
+#define MM_WALL_BITS(e) ((e) & 0x000f)
+
+#define GFX_ELEMENT(e) (element_info[e].gfx_element)
+
+// !!! 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 EL_CHANGED(e) ((e) == EL_FELSBROCKEN ? EL_EDELSTEIN : \
- (e) == EL_BD_ROCK ? EL_EDELSTEIN_BD : \
- (e) == EL_EDELSTEIN ? EL_DIAMANT : \
- (e) == EL_EDELSTEIN_GELB ? EL_DIAMANT : \
- (e) == EL_EDELSTEIN_ROT ? EL_DIAMANT : \
- (e) == EL_EDELSTEIN_LILA ? EL_DIAMANT : \
- EL_FELSBROCKEN)
-#define EL_CHANGED2(e) ((e) == EL_FELSBROCKEN ? EL_EDELSTEIN_BD : \
- (e) == EL_BD_ROCK ? EL_EDELSTEIN_BD : \
+#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_CHANGED_BD(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
+ (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
EL_BD_ROCK)
+#define EL_CHANGED_DC(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 : \
+ (e) == EL_PEARL ? EL_BOMB : \
+ (e) == EL_CRYSTAL ? EL_CRYSTAL : \
+ EL_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_SPIELER1])
-#define SHIELD_ON(p) ((p)->shield_passive_time_left > 0)
-#define PROTECTED_FIELD(x,y) (IS_TUBE(Feld[x][y]))
-#define PLAYER_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
- PROTECTED_FIELD(x, y))
-
-/* 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
-
-/* boundaries of arrays etc. */
+#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 IS_LOOP_MUSIC(s) (music_info[s].loop)
+
+#define IS_SPECIAL_GFX_ARG(a) ((a) >= 0 && (a) < NUM_SPECIAL_GFX_ARGS)
+
+#define IS_GLOBAL_ANIM_PART(a) ((a) >= 0 && (a) < NUM_GLOBAL_ANIM_PARTS)
+
+#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)")
+
+#define ELEMENT_ACTIVE(e) (ActiveElement[e])
+#define BUTTON_ACTIVE(b) (ActiveButton[b])
+#define FONT_ACTIVE(f) (ActiveFont[f])
+
+// 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_TAPELEN (1000 * 50) /* max. time * framerate */
+#define MAX_ELEMENT_NAME_LEN 32
+#define MAX_TAPES_PER_SET 1024
#define MAX_SCORE_ENTRIES 100
-#define MAX_ELEMENTS 700 /* 500 static + 200 runtime */
-#define MAX_GRAPHICS 1536 /* see below: NUM_TILES */
+#define MAX_NUM_TITLE_IMAGES 5
+#define MAX_NUM_TITLE_MESSAGES 5
+
#define MAX_NUM_AMOEBA 100
-/* values for elements with content */
+#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
-#define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
+// values for initial player inventory
+#define MIN_INITIAL_INVENTORY_SIZE 1
+#define MAX_INITIAL_INVENTORY_SIZE 8
+
+// often used screen positions
+#define TILESIZE 32
+#define TILEX TILESIZE
+#define TILEY TILESIZE
+#define TILEX_VAR TILESIZE_VAR
+#define TILEY_VAR TILESIZE_VAR
+#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 FXSIZE ((2 + SCR_FIELDX + 2) * TILEX_VAR)
+#define FYSIZE ((2 + SCR_FIELDY + 2) * TILEY_VAR)
+
+#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)
+
+// values for GfxRedraw
+#define GFX_REDRAW_NONE (0)
+#define GFX_REDRAW_TILE (1 << 0)
+#define GFX_REDRAW_TILE_CRUMBLED (1 << 1)
+#define GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS (1 << 2)
+#define GFX_REDRAW_TILE_TWINKLED (1 << 3)
+
+// 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_ELEM_BONUS 14
+#define SC_UNKNOWN_15 15
+
+#define LEVEL_SCORE_ELEMENTS 16 // level elements with score
+
+
+// "real" level file elements
+#define EL_UNDEFINED -1
+
+#define EL_EMPTY_SPACE 0
+#define EL_EMPTY EL_EMPTY_SPACE
+#define EL_SAND 1
+#define EL_WALL 2
+#define EL_WALL_SLIPPERY 3
+#define EL_ROCK 4
+#define EL_KEY_OBSOLETE 5 // obsolete; now EL_KEY_1
+#define EL_EMERALD 6
+#define EL_EXIT_CLOSED 7
+#define EL_PLAYER_OBSOLETE 8 // obsolete; now EL_PLAYER_1
+#define EL_BUG 9
+#define EL_SPACESHIP 10
+#define EL_YAMYAM 11
+#define EL_ROBOT 12
+#define EL_STEELWALL 13
+#define EL_DIAMOND 14
+#define EL_AMOEBA_DEAD 15
+#define EL_QUICKSAND_EMPTY 16
+#define EL_QUICKSAND_FULL 17
+#define EL_AMOEBA_DROP 18
+#define EL_BOMB 19
+#define EL_MAGIC_WALL 20
+#define EL_SPEED_PILL 21
+#define EL_ACID 22
+#define EL_AMOEBA_WET 23
+#define EL_AMOEBA_DRY 24
+#define EL_NUT 25
+#define EL_GAME_OF_LIFE 26
+#define EL_BIOMAZE 27
+#define EL_DYNAMITE_ACTIVE 28
+#define EL_STONEBLOCK 29
+#define EL_ROBOT_WHEEL 30
+#define EL_ROBOT_WHEEL_ACTIVE 31
+#define EL_KEY_1 32
+#define EL_KEY_2 33
+#define EL_KEY_3 34
+#define EL_KEY_4 35
+#define EL_GATE_1 36
+#define EL_GATE_2 37
+#define EL_GATE_3 38
+#define EL_GATE_4 39
+#define EL_GATE_1_GRAY 40
+#define EL_GATE_2_GRAY 41
+#define EL_GATE_3_GRAY 42
+#define EL_GATE_4_GRAY 43
+#define EL_DYNAMITE 44
+#define EL_PACMAN 45
+#define EL_INVISIBLE_WALL 46
+#define EL_LAMP 47
+#define EL_LAMP_ACTIVE 48
+#define EL_WALL_EMERALD 49
+#define EL_WALL_DIAMOND 50
+#define EL_AMOEBA_FULL 51
+#define EL_BD_AMOEBA 52
+#define EL_TIME_ORB_FULL 53
+#define EL_TIME_ORB_EMPTY 54
+#define EL_EXPANDABLE_WALL 55
+#define EL_BD_DIAMOND 56
+#define EL_EMERALD_YELLOW 57
+#define EL_WALL_BD_DIAMOND 58
+#define EL_WALL_EMERALD_YELLOW 59
+#define EL_DARK_YAMYAM 60
+#define EL_BD_MAGIC_WALL 61
+#define EL_INVISIBLE_STEELWALL 62
+#define EL_SOKOBAN_FIELD_PLAYER 63
+#define EL_DYNABOMB_INCREASE_NUMBER 64
+#define EL_DYNABOMB_INCREASE_SIZE 65
+#define EL_DYNABOMB_INCREASE_POWER 66
+#define EL_SOKOBAN_OBJECT 67
+#define EL_SOKOBAN_FIELD_EMPTY 68
+#define EL_SOKOBAN_FIELD_FULL 69
+#define EL_BD_BUTTERFLY_RIGHT 70
+#define EL_BD_BUTTERFLY_UP 71
+#define EL_BD_BUTTERFLY_LEFT 72
+#define EL_BD_BUTTERFLY_DOWN 73
+#define EL_BD_FIREFLY_RIGHT 74
+#define EL_BD_FIREFLY_UP 75
+#define EL_BD_FIREFLY_LEFT 76
+#define EL_BD_FIREFLY_DOWN 77
+#define EL_BD_BUTTERFLY_1 EL_BD_BUTTERFLY_DOWN
+#define EL_BD_BUTTERFLY_2 EL_BD_BUTTERFLY_LEFT
+#define EL_BD_BUTTERFLY_3 EL_BD_BUTTERFLY_UP
+#define EL_BD_BUTTERFLY_4 EL_BD_BUTTERFLY_RIGHT
+#define EL_BD_FIREFLY_1 EL_BD_FIREFLY_LEFT
+#define EL_BD_FIREFLY_2 EL_BD_FIREFLY_DOWN
+#define EL_BD_FIREFLY_3 EL_BD_FIREFLY_RIGHT
+#define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
+#define EL_BD_BUTTERFLY 78
+#define EL_BD_FIREFLY 79
+#define EL_PLAYER_1 80
+#define EL_PLAYER_2 81
+#define EL_PLAYER_3 82
+#define EL_PLAYER_4 83
+#define EL_BUG_RIGHT 84
+#define EL_BUG_UP 85
+#define EL_BUG_LEFT 86
+#define EL_BUG_DOWN 87
+#define EL_SPACESHIP_RIGHT 88
+#define EL_SPACESHIP_UP 89
+#define EL_SPACESHIP_LEFT 90
+#define EL_SPACESHIP_DOWN 91
+#define EL_PACMAN_RIGHT 92
+#define EL_PACMAN_UP 93
+#define EL_PACMAN_LEFT 94
+#define EL_PACMAN_DOWN 95
+#define EL_EMERALD_RED 96
+#define EL_EMERALD_PURPLE 97
+#define EL_WALL_EMERALD_RED 98
+#define EL_WALL_EMERALD_PURPLE 99
+#define EL_ACID_POOL_TOPLEFT 100
+#define EL_ACID_POOL_TOPRIGHT 101
+#define EL_ACID_POOL_BOTTOMLEFT 102
+#define EL_ACID_POOL_BOTTOM 103
+#define EL_ACID_POOL_BOTTOMRIGHT 104
+#define EL_BD_WALL 105
+#define EL_BD_ROCK 106
+#define EL_EXIT_OPEN 107
+#define EL_BLACK_ORB 108
+#define EL_AMOEBA_TO_DIAMOND 109
+#define EL_MOLE 110
+#define EL_PENGUIN 111
+#define EL_SATELLITE 112
+#define EL_ARROW_LEFT 113
+#define EL_ARROW_RIGHT 114
+#define EL_ARROW_UP 115
+#define EL_ARROW_DOWN 116
+#define EL_PIG 117
+#define EL_DRAGON 118
+
+#define EL_EM_KEY_1_FILE_OBSOLETE 119 // obsolete; now EL_EM_KEY_1
+
+#define EL_CHAR_START 120
+#define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
+#define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32)
+
+#include "conf_chr.h" // include auto-generated data structure definitions
+
+#define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111)
+#define EL_CHAR_END (EL_CHAR_START + 79)
+
+#define EL_CHAR(c) (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
+
+#define EL_EXPANDABLE_WALL_HORIZONTAL 200
+#define EL_EXPANDABLE_WALL_VERTICAL 201
+#define EL_EXPANDABLE_WALL_ANY 202
+
+#define EL_EM_GATE_1 203
+#define EL_EM_GATE_2 204
+#define EL_EM_GATE_3 205
+#define EL_EM_GATE_4 206
+
+#define EL_EM_KEY_2_FILE_OBSOLETE 207 // obsolete; now EL_EM_KEY_2
+#define EL_EM_KEY_3_FILE_OBSOLETE 208 // obsolete; now EL_EM_KEY_3
+#define EL_EM_KEY_4_FILE_OBSOLETE 209 // obsolete; now EL_EM_KEY_4
+
+#define EL_SP_START 210
+#define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
+#define EL_SP_EMPTY EL_SP_EMPTY_SPACE
+#define EL_SP_ZONK (EL_SP_START + 1)
+#define EL_SP_BASE (EL_SP_START + 2)
+#define EL_SP_MURPHY (EL_SP_START + 3)
+#define EL_SP_INFOTRON (EL_SP_START + 4)
+#define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
+#define EL_SP_HARDWARE_GRAY (EL_SP_START + 6)
+#define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
+#define EL_SP_DISK_ORANGE (EL_SP_START + 8)
+#define EL_SP_PORT_RIGHT (EL_SP_START + 9)
+#define EL_SP_PORT_DOWN (EL_SP_START + 10)
+#define EL_SP_PORT_LEFT (EL_SP_START + 11)
+#define EL_SP_PORT_UP (EL_SP_START + 12)
+#define EL_SP_GRAVITY_PORT_RIGHT (EL_SP_START + 13)
+#define EL_SP_GRAVITY_PORT_DOWN (EL_SP_START + 14)
+#define EL_SP_GRAVITY_PORT_LEFT (EL_SP_START + 15)
+#define EL_SP_GRAVITY_PORT_UP (EL_SP_START + 16)
+#define EL_SP_SNIKSNAK (EL_SP_START + 17)
+#define EL_SP_DISK_YELLOW (EL_SP_START + 18)
+#define EL_SP_TERMINAL (EL_SP_START + 19)
+#define EL_SP_DISK_RED (EL_SP_START + 20)
+#define EL_SP_PORT_VERTICAL (EL_SP_START + 21)
+#define EL_SP_PORT_HORIZONTAL (EL_SP_START + 22)
+#define EL_SP_PORT_ANY (EL_SP_START + 23)
+#define EL_SP_ELECTRON (EL_SP_START + 24)
+#define EL_SP_BUGGY_BASE (EL_SP_START + 25)
+#define EL_SP_CHIP_LEFT (EL_SP_START + 26)
+#define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
+#define EL_SP_HARDWARE_BASE_1 (EL_SP_START + 28)
+#define EL_SP_HARDWARE_GREEN (EL_SP_START + 29)
+#define EL_SP_HARDWARE_BLUE (EL_SP_START + 30)
+#define EL_SP_HARDWARE_RED (EL_SP_START + 31)
+#define EL_SP_HARDWARE_YELLOW (EL_SP_START + 32)
+#define EL_SP_HARDWARE_BASE_2 (EL_SP_START + 33)
+#define EL_SP_HARDWARE_BASE_3 (EL_SP_START + 34)
+#define EL_SP_HARDWARE_BASE_4 (EL_SP_START + 35)
+#define EL_SP_HARDWARE_BASE_5 (EL_SP_START + 36)
+#define EL_SP_HARDWARE_BASE_6 (EL_SP_START + 37)
+#define EL_SP_CHIP_TOP (EL_SP_START + 38)
+#define EL_SP_CHIP_BOTTOM (EL_SP_START + 39)
+#define EL_SP_END (EL_SP_START + 39)
+
+#define EL_EM_GATE_1_GRAY 250
+#define EL_EM_GATE_2_GRAY 251
+#define EL_EM_GATE_3_GRAY 252
+#define EL_EM_GATE_4_GRAY 253
+
+#define EL_EM_DYNAMITE 254
+#define EL_EM_DYNAMITE_ACTIVE 255
+
+#define EL_PEARL 256
+#define EL_CRYSTAL 257
+#define EL_WALL_PEARL 258
+#define EL_WALL_CRYSTAL 259
+#define EL_DC_GATE_WHITE 260
+#define EL_DC_GATE_WHITE_GRAY 261
+#define EL_DC_KEY_WHITE 262
+#define EL_SHIELD_NORMAL 263
+#define EL_EXTRA_TIME 264
+#define EL_SWITCHGATE_OPEN 265
+#define EL_SWITCHGATE_CLOSED 266
+#define EL_SWITCHGATE_SWITCH_UP 267
+#define EL_SWITCHGATE_SWITCH_DOWN 268
+
+#define EL_UNUSED_269 269
+#define EL_UNUSED_270 270
+
+#define EL_CONVEYOR_BELT_1_LEFT 271
+#define EL_CONVEYOR_BELT_1_MIDDLE 272
+#define EL_CONVEYOR_BELT_1_RIGHT 273
+#define EL_CONVEYOR_BELT_1_SWITCH_LEFT 274
+#define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
+#define EL_CONVEYOR_BELT_1_SWITCH_RIGHT 276
+#define EL_CONVEYOR_BELT_2_LEFT 277
+#define EL_CONVEYOR_BELT_2_MIDDLE 278
+#define EL_CONVEYOR_BELT_2_RIGHT 279
+#define EL_CONVEYOR_BELT_2_SWITCH_LEFT 280
+#define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
+#define EL_CONVEYOR_BELT_2_SWITCH_RIGHT 282
+#define EL_CONVEYOR_BELT_3_LEFT 283
+#define EL_CONVEYOR_BELT_3_MIDDLE 284
+#define EL_CONVEYOR_BELT_3_RIGHT 285
+#define EL_CONVEYOR_BELT_3_SWITCH_LEFT 286
+#define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
+#define EL_CONVEYOR_BELT_3_SWITCH_RIGHT 288
+#define EL_CONVEYOR_BELT_4_LEFT 289
+#define EL_CONVEYOR_BELT_4_MIDDLE 290
+#define EL_CONVEYOR_BELT_4_RIGHT 291
+#define EL_CONVEYOR_BELT_4_SWITCH_LEFT 292
+#define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
+#define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294
+#define EL_LANDMINE 295
+#define EL_ENVELOPE_OBSOLETE 296 // obsolete; now EL_ENVELOPE_1
+#define EL_LIGHT_SWITCH 297
+#define EL_LIGHT_SWITCH_ACTIVE 298
+#define EL_SIGN_EXCLAMATION 299
+#define EL_SIGN_RADIOACTIVITY 300
+#define EL_SIGN_STOP 301
+#define EL_SIGN_WHEELCHAIR 302
+#define EL_SIGN_PARKING 303
+#define EL_SIGN_NO_ENTRY 304
+#define EL_SIGN_UNUSED_1 305
+#define EL_SIGN_GIVE_WAY 306
+#define EL_SIGN_ENTRY_FORBIDDEN 307
+#define EL_SIGN_EMERGENCY_EXIT 308
+#define EL_SIGN_YIN_YANG 309
+#define EL_SIGN_UNUSED_2 310
+#define EL_MOLE_LEFT 311
+#define EL_MOLE_RIGHT 312
+#define EL_MOLE_UP 313
+#define EL_MOLE_DOWN 314
+#define EL_STEELWALL_SLIPPERY 315
+#define EL_INVISIBLE_SAND 316
+#define EL_DX_UNKNOWN_15 317
+#define EL_DX_UNKNOWN_42 318
+
+#define EL_UNUSED_319 319
+#define EL_UNUSED_320 320
+
+#define EL_SHIELD_DEADLY 321
+#define EL_TIMEGATE_OPEN 322
+#define EL_TIMEGATE_CLOSED 323
+#define EL_TIMEGATE_SWITCH_ACTIVE 324
+#define EL_TIMEGATE_SWITCH 325
+
+#define EL_BALLOON 326
+#define EL_BALLOON_SWITCH_LEFT 327
+#define EL_BALLOON_SWITCH_RIGHT 328
+#define EL_BALLOON_SWITCH_UP 329
+#define EL_BALLOON_SWITCH_DOWN 330
+#define EL_BALLOON_SWITCH_ANY 331
+
+#define EL_EMC_STEELWALL_1 332
+#define EL_EMC_STEELWALL_2 333
+#define EL_EMC_STEELWALL_3 334
+#define EL_EMC_STEELWALL_4 335
+#define EL_EMC_WALL_1 336
+#define EL_EMC_WALL_2 337
+#define EL_EMC_WALL_3 338
+#define EL_EMC_WALL_4 339
+#define EL_EMC_WALL_5 340
+#define EL_EMC_WALL_6 341
+#define EL_EMC_WALL_7 342
+#define EL_EMC_WALL_8 343
+
+#define EL_TUBE_ANY 344
+#define EL_TUBE_VERTICAL 345
+#define EL_TUBE_HORIZONTAL 346
+#define EL_TUBE_VERTICAL_LEFT 347
+#define EL_TUBE_VERTICAL_RIGHT 348
+#define EL_TUBE_HORIZONTAL_UP 349
+#define EL_TUBE_HORIZONTAL_DOWN 350
+#define EL_TUBE_LEFT_UP 351
+#define EL_TUBE_LEFT_DOWN 352
+#define EL_TUBE_RIGHT_UP 353
+#define EL_TUBE_RIGHT_DOWN 354
+#define EL_SPRING 355
+#define EL_TRAP 356
+#define EL_DX_SUPABOMB 357
+
+#define EL_UNUSED_358 358
+#define EL_UNUSED_359 359
+
+// ---------- begin of custom elements section --------------------------------
+#define EL_CUSTOM_START 360
+
+#include "conf_cus.h" // include auto-generated data structure definitions
+
+#define NUM_CUSTOM_ELEMENTS 256
+#define EL_CUSTOM_END 615
+// ---------- end of custom elements section ----------------------------------
+
+#define EL_EM_KEY_1 616
+#define EL_EM_KEY_2 617
+#define EL_EM_KEY_3 618
+#define EL_EM_KEY_4 619
+#define EL_ENVELOPE_1 620
+#define EL_ENVELOPE_2 621
+#define EL_ENVELOPE_3 622
+#define EL_ENVELOPE_4 623
+
+// ---------- begin of group elements section ---------------------------------
+#define EL_GROUP_START 624
+
+#include "conf_grp.h" // include auto-generated data structure definitions
+
+#define NUM_GROUP_ELEMENTS 32
+#define EL_GROUP_END 655
+// ---------- end of custom elements section ----------------------------------
+
+#define EL_UNKNOWN 656
+#define EL_TRIGGER_ELEMENT 657
+#define EL_TRIGGER_PLAYER 658
+
+// SP style elements
+#define EL_SP_GRAVITY_ON_PORT_RIGHT 659
+#define EL_SP_GRAVITY_ON_PORT_DOWN 660
+#define EL_SP_GRAVITY_ON_PORT_LEFT 661
+#define EL_SP_GRAVITY_ON_PORT_UP 662
+#define EL_SP_GRAVITY_OFF_PORT_RIGHT 663
+#define EL_SP_GRAVITY_OFF_PORT_DOWN 664
+#define EL_SP_GRAVITY_OFF_PORT_LEFT 665
+#define EL_SP_GRAVITY_OFF_PORT_UP 666
+
+// EMC style elements
+#define EL_BALLOON_SWITCH_NONE 667
+#define EL_EMC_GATE_5 668
+#define EL_EMC_GATE_6 669
+#define EL_EMC_GATE_7 670
+#define EL_EMC_GATE_8 671
+#define EL_EMC_GATE_5_GRAY 672
+#define EL_EMC_GATE_6_GRAY 673
+#define EL_EMC_GATE_7_GRAY 674
+#define EL_EMC_GATE_8_GRAY 675
+#define EL_EMC_KEY_5 676
+#define EL_EMC_KEY_6 677
+#define EL_EMC_KEY_7 678
+#define EL_EMC_KEY_8 679
+#define EL_EMC_ANDROID 680
+#define EL_EMC_GRASS 681
+#define EL_EMC_MAGIC_BALL 682
+#define EL_EMC_MAGIC_BALL_ACTIVE 683
+#define EL_EMC_MAGIC_BALL_SWITCH 684
+#define EL_EMC_MAGIC_BALL_SWITCH_ACTIVE 685
+#define EL_EMC_SPRING_BUMPER 686
+#define EL_EMC_PLANT 687
+#define EL_EMC_LENSES 688
+#define EL_EMC_MAGNIFIER 689
+#define EL_EMC_WALL_9 690
+#define EL_EMC_WALL_10 691
+#define EL_EMC_WALL_11 692
+#define EL_EMC_WALL_12 693
+#define EL_EMC_WALL_13 694
+#define EL_EMC_WALL_14 695
+#define EL_EMC_WALL_15 696
+#define EL_EMC_WALL_16 697
+#define EL_EMC_WALL_SLIPPERY_1 698
+#define EL_EMC_WALL_SLIPPERY_2 699
+#define EL_EMC_WALL_SLIPPERY_3 700
+#define EL_EMC_WALL_SLIPPERY_4 701
+#define EL_EMC_FAKE_GRASS 702
+#define EL_EMC_FAKE_ACID 703
+#define EL_EMC_DRIPPER 704
+
+#define EL_TRIGGER_CE_VALUE 705
+#define EL_TRIGGER_CE_SCORE 706
+#define EL_CURRENT_CE_VALUE 707
+#define EL_CURRENT_CE_SCORE 708
+
+#define EL_YAMYAM_LEFT 709
+#define EL_YAMYAM_RIGHT 710
+#define EL_YAMYAM_UP 711
+#define EL_YAMYAM_DOWN 712
+
+#define EL_BD_EXPANDABLE_WALL 713
+
+#define EL_PREV_CE_8 714
+#define EL_PREV_CE_7 715
+#define EL_PREV_CE_6 716
+#define EL_PREV_CE_5 717
+#define EL_PREV_CE_4 718
+#define EL_PREV_CE_3 719
+#define EL_PREV_CE_2 720
+#define EL_PREV_CE_1 721
+#define EL_SELF 722
+#define EL_NEXT_CE_1 723
+#define EL_NEXT_CE_2 724
+#define EL_NEXT_CE_3 725
+#define EL_NEXT_CE_4 726
+#define EL_NEXT_CE_5 727
+#define EL_NEXT_CE_6 728
+#define EL_NEXT_CE_7 729
+#define EL_NEXT_CE_8 730
+#define EL_ANY_ELEMENT 731
+
+#define EL_STEEL_CHAR_START 732
+#define EL_STEEL_CHAR_ASCII0 (EL_STEEL_CHAR_START - 32)
+#define EL_STEEL_CHAR_ASCII0_START (EL_STEEL_CHAR_ASCII0 + 32)
+
+// (auto-generated data structure definitions included with normal chars)
+
+#define EL_STEEL_CHAR_ASCII0_END (EL_STEEL_CHAR_ASCII0 + 111)
+#define EL_STEEL_CHAR_END (EL_STEEL_CHAR_START + 79)
+
+#define EL_STEEL_CHAR(c) (EL_STEEL_CHAR_ASCII0+MAP_FONT_ASCII(c))
+
+#define EL_SPERMS 812
+#define EL_BULLET 813
+#define EL_HEART 814
+#define EL_CROSS 815
+#define EL_FRANKIE 816
+#define EL_SIGN_SPERMS 817
+#define EL_SIGN_BULLET 818
+#define EL_SIGN_HEART 819
+#define EL_SIGN_CROSS 820
+#define EL_SIGN_FRANKIE 821
+
+#define EL_STEEL_EXIT_CLOSED 822
+#define EL_STEEL_EXIT_OPEN 823
+
+#define EL_DC_STEELWALL_1_LEFT 824
+#define EL_DC_STEELWALL_1_RIGHT 825
+#define EL_DC_STEELWALL_1_TOP 826
+#define EL_DC_STEELWALL_1_BOTTOM 827
+#define EL_DC_STEELWALL_1_HORIZONTAL 828
+#define EL_DC_STEELWALL_1_VERTICAL 829
+#define EL_DC_STEELWALL_1_TOPLEFT 830
+#define EL_DC_STEELWALL_1_TOPRIGHT 831
+#define EL_DC_STEELWALL_1_BOTTOMLEFT 832
+#define EL_DC_STEELWALL_1_BOTTOMRIGHT 833
+#define EL_DC_STEELWALL_1_TOPLEFT_2 834
+#define EL_DC_STEELWALL_1_TOPRIGHT_2 835
+#define EL_DC_STEELWALL_1_BOTTOMLEFT_2 836
+#define EL_DC_STEELWALL_1_BOTTOMRIGHT_2 837
+
+#define EL_DC_STEELWALL_2_LEFT 838
+#define EL_DC_STEELWALL_2_RIGHT 839
+#define EL_DC_STEELWALL_2_TOP 840
+#define EL_DC_STEELWALL_2_BOTTOM 841
+#define EL_DC_STEELWALL_2_HORIZONTAL 842
+#define EL_DC_STEELWALL_2_VERTICAL 843
+#define EL_DC_STEELWALL_2_MIDDLE 844
+#define EL_DC_STEELWALL_2_SINGLE 845
+
+#define EL_DC_SWITCHGATE_SWITCH_UP 846
+#define EL_DC_SWITCHGATE_SWITCH_DOWN 847
+#define EL_DC_TIMEGATE_SWITCH 848
+#define EL_DC_TIMEGATE_SWITCH_ACTIVE 849
+
+#define EL_DC_LANDMINE 850
+
+#define EL_EXPANDABLE_STEELWALL 851
+#define EL_EXPANDABLE_STEELWALL_HORIZONTAL 852
+#define EL_EXPANDABLE_STEELWALL_VERTICAL 853
+#define EL_EXPANDABLE_STEELWALL_ANY 854
+
+#define EL_EM_EXIT_CLOSED 855
+#define EL_EM_EXIT_OPEN 856
+#define EL_EM_STEEL_EXIT_CLOSED 857
+#define EL_EM_STEEL_EXIT_OPEN 858
+
+#define EL_DC_GATE_FAKE_GRAY 859
+
+#define EL_DC_MAGIC_WALL 860
+
+#define EL_QUICKSAND_FAST_EMPTY 861
+#define EL_QUICKSAND_FAST_FULL 862
+
+#define EL_FROM_LEVEL_TEMPLATE 863
+
+#define EL_MM_START 864
+#define EL_MM_START_1 EL_MM_START
+
+#define EL_MM_EMPTY_SPACE (EL_MM_START + 0)
+#define EL_MM_EMPTY EL_MM_EMPTY_SPACE
+#define EL_MM_MIRROR_START (EL_MM_START + 1)
+#define EL_MM_MIRROR_1 (EL_MM_MIRROR_START + 0)
+#define EL_MM_MIRROR_2 (EL_MM_MIRROR_START + 1)
+#define EL_MM_MIRROR_3 (EL_MM_MIRROR_START + 2)
+#define EL_MM_MIRROR_4 (EL_MM_MIRROR_START + 3)
+#define EL_MM_MIRROR_5 (EL_MM_MIRROR_START + 4)
+#define EL_MM_MIRROR_6 (EL_MM_MIRROR_START + 5)
+#define EL_MM_MIRROR_7 (EL_MM_MIRROR_START + 6)
+#define EL_MM_MIRROR_8 (EL_MM_MIRROR_START + 7)
+#define EL_MM_MIRROR_9 (EL_MM_MIRROR_START + 8)
+#define EL_MM_MIRROR_10 (EL_MM_MIRROR_START + 9)
+#define EL_MM_MIRROR_11 (EL_MM_MIRROR_START + 10)
+#define EL_MM_MIRROR_12 (EL_MM_MIRROR_START + 11)
+#define EL_MM_MIRROR_13 (EL_MM_MIRROR_START + 12)
+#define EL_MM_MIRROR_14 (EL_MM_MIRROR_START + 13)
+#define EL_MM_MIRROR_15 (EL_MM_MIRROR_START + 14)
+#define EL_MM_MIRROR_16 (EL_MM_MIRROR_START + 15)
+#define EL_MM_MIRROR_END EL_MM_MIRROR_15
+#define EL_MM_STEEL_GRID_FIXED_START (EL_MM_START + 17)
+#define EL_MM_STEEL_GRID_FIXED_1 (EL_MM_STEEL_GRID_FIXED_START + 0)
+#define EL_MM_STEEL_GRID_FIXED_2 (EL_MM_STEEL_GRID_FIXED_START + 1)
+#define EL_MM_STEEL_GRID_FIXED_3 (EL_MM_STEEL_GRID_FIXED_START + 2)
+#define EL_MM_STEEL_GRID_FIXED_4 (EL_MM_STEEL_GRID_FIXED_START + 3)
+#define EL_MM_STEEL_GRID_FIXED_END EL_MM_STEEL_GRID_FIXED_03
+#define EL_MM_MCDUFFIN_START (EL_MM_START + 21)
+#define EL_MM_MCDUFFIN_RIGHT (EL_MM_MCDUFFIN_START + 0)
+#define EL_MM_MCDUFFIN_UP (EL_MM_MCDUFFIN_START + 1)
+#define EL_MM_MCDUFFIN_LEFT (EL_MM_MCDUFFIN_START + 2)
+#define EL_MM_MCDUFFIN_DOWN (EL_MM_MCDUFFIN_START + 3)
+#define EL_MM_MCDUFFIN_END EL_MM_MCDUFFIN_DOWN
+#define EL_MM_EXIT_CLOSED (EL_MM_START + 25)
+#define EL_MM_EXIT_OPENING_1 (EL_MM_START + 26)
+#define EL_MM_EXIT_OPENING_2 (EL_MM_START + 27)
+#define EL_MM_EXIT_OPEN (EL_MM_START + 28)
+#define EL_MM_KETTLE (EL_MM_START + 29)
+#define EL_MM_BOMB (EL_MM_START + 30)
+#define EL_MM_PRISM (EL_MM_START + 31)
+#define EL_MM_WALL_START (EL_MM_START + 32)
+#define EL_MM_WALL_EMPTY EL_MM_WALL_START
+#define EL_MM_WALL_00 EL_MM_WALL_START
+#define EL_MM_STEEL_WALL_START EL_MM_WALL_00
+#define EL_MM_STEEL_WALL_1 EL_MM_STEEL_WALL_START
+#define EL_MM_WALL_15 (EL_MM_START + 47)
+#define EL_MM_STEEL_WALL_END EL_MM_WALL_15
+#define EL_MM_WALL_16 (EL_MM_START + 48)
+#define EL_MM_WOODEN_WALL_START EL_MM_WALL_16
+#define EL_MM_WOODEN_WALL_1 EL_MM_WOODEN_WALL_START
+#define EL_MM_WALL_31 (EL_MM_START + 63)
+#define EL_MM_WOODEN_WALL_END EL_MM_WALL_31
+#define EL_MM_WALL_32 (EL_MM_START + 64)
+#define EL_MM_ICE_WALL_START EL_MM_WALL_32
+#define EL_MM_ICE_WALL_1 EL_MM_ICE_WALL_START
+#define EL_MM_WALL_47 (EL_MM_START + 79)
+#define EL_MM_ICE_WALL_END EL_MM_WALL_47
+#define EL_MM_WALL_48 (EL_MM_START + 80)
+#define EL_MM_AMOEBA_WALL_START EL_MM_WALL_48
+#define EL_MM_AMOEBA_WALL_1 EL_MM_AMOEBA_WALL_START
+#define EL_MM_WALL_63 (EL_MM_START + 95)
+#define EL_MM_AMOEBA_WALL_END EL_MM_WALL_63
+#define EL_MM_WALL_END EL_MM_WALL_63
+#define EL_MM_WOODEN_BLOCK (EL_MM_START + 96)
+#define EL_MM_GRAY_BALL (EL_MM_START + 97)
+#define EL_MM_TELEPORTER_START (EL_MM_START + 98)
+#define EL_MM_TELEPORTER_1 (EL_MM_TELEPORTER_START + 0)
+#define EL_MM_TELEPORTER_2 (EL_MM_TELEPORTER_START + 1)
+#define EL_MM_TELEPORTER_3 (EL_MM_TELEPORTER_START + 2)
+#define EL_MM_TELEPORTER_4 (EL_MM_TELEPORTER_START + 3)
+#define EL_MM_TELEPORTER_5 (EL_MM_TELEPORTER_START + 4)
+#define EL_MM_TELEPORTER_6 (EL_MM_TELEPORTER_START + 5)
+#define EL_MM_TELEPORTER_7 (EL_MM_TELEPORTER_START + 6)
+#define EL_MM_TELEPORTER_8 (EL_MM_TELEPORTER_START + 7)
+#define EL_MM_TELEPORTER_9 (EL_MM_TELEPORTER_START + 8)
+#define EL_MM_TELEPORTER_10 (EL_MM_TELEPORTER_START + 9)
+#define EL_MM_TELEPORTER_11 (EL_MM_TELEPORTER_START + 10)
+#define EL_MM_TELEPORTER_12 (EL_MM_TELEPORTER_START + 11)
+#define EL_MM_TELEPORTER_13 (EL_MM_TELEPORTER_START + 12)
+#define EL_MM_TELEPORTER_14 (EL_MM_TELEPORTER_START + 13)
+#define EL_MM_TELEPORTER_15 (EL_MM_TELEPORTER_START + 14)
+#define EL_MM_TELEPORTER_16 (EL_MM_TELEPORTER_START + 15)
+#define EL_MM_TELEPORTER_END EL_MM_TELEPORTER_15
+#define EL_MM_FUSE_ACTIVE (EL_MM_START + 114)
+#define EL_MM_PACMAN_START (EL_MM_START + 115)
+#define EL_MM_PACMAN_RIGHT (EL_MM_PACMAN_START + 0)
+#define EL_MM_PACMAN_UP (EL_MM_PACMAN_START + 1)
+#define EL_MM_PACMAN_LEFT (EL_MM_PACMAN_START + 2)
+#define EL_MM_PACMAN_DOWN (EL_MM_PACMAN_START + 3)
+#define EL_MM_PACMAN_END EL_MM_PACMAN_DOWN
+#define EL_MM_POLARIZER_START (EL_MM_START + 119)
+#define EL_MM_POLARIZER_1 (EL_MM_POLARIZER_START + 0)
+#define EL_MM_POLARIZER_2 (EL_MM_POLARIZER_START + 1)
+#define EL_MM_POLARIZER_3 (EL_MM_POLARIZER_START + 2)
+#define EL_MM_POLARIZER_4 (EL_MM_POLARIZER_START + 3)
+#define EL_MM_POLARIZER_5 (EL_MM_POLARIZER_START + 4)
+#define EL_MM_POLARIZER_6 (EL_MM_POLARIZER_START + 5)
+#define EL_MM_POLARIZER_7 (EL_MM_POLARIZER_START + 6)
+#define EL_MM_POLARIZER_8 (EL_MM_POLARIZER_START + 7)
+#define EL_MM_POLARIZER_9 (EL_MM_POLARIZER_START + 8)
+#define EL_MM_POLARIZER_10 (EL_MM_POLARIZER_START + 9)
+#define EL_MM_POLARIZER_11 (EL_MM_POLARIZER_START + 10)
+#define EL_MM_POLARIZER_12 (EL_MM_POLARIZER_START + 11)
+#define EL_MM_POLARIZER_13 (EL_MM_POLARIZER_START + 12)
+#define EL_MM_POLARIZER_14 (EL_MM_POLARIZER_START + 13)
+#define EL_MM_POLARIZER_15 (EL_MM_POLARIZER_START + 14)
+#define EL_MM_POLARIZER_16 (EL_MM_POLARIZER_START + 15)
+#define EL_MM_POLARIZER_END EL_MM_POLARIZER_15
+#define EL_MM_POLARIZER_CROSS_START (EL_MM_START + 135)
+#define EL_MM_POLARIZER_CROSS_1 (EL_MM_POLARIZER_CROSS_START + 0)
+#define EL_MM_POLARIZER_CROSS_2 (EL_MM_POLARIZER_CROSS_START + 1)
+#define EL_MM_POLARIZER_CROSS_3 (EL_MM_POLARIZER_CROSS_START + 2)
+#define EL_MM_POLARIZER_CROSS_4 (EL_MM_POLARIZER_CROSS_START + 3)
+#define EL_MM_POLARIZER_CROSS_END EL_MM_POLARIZER_CROSS_03
+#define EL_MM_MIRROR_FIXED_START (EL_MM_START + 139)
+#define EL_MM_MIRROR_FIXED_1 (EL_MM_MIRROR_FIXED_START + 0)
+#define EL_MM_MIRROR_FIXED_2 (EL_MM_MIRROR_FIXED_START + 1)
+#define EL_MM_MIRROR_FIXED_3 (EL_MM_MIRROR_FIXED_START + 2)
+#define EL_MM_MIRROR_FIXED_4 (EL_MM_MIRROR_FIXED_START + 3)
+#define EL_MM_MIRROR_FIXED_END EL_MM_MIRROR_FIXED_03
+#define EL_MM_STEEL_LOCK (EL_MM_START + 143)
+#define EL_MM_KEY (EL_MM_START + 144)
+#define EL_MM_LIGHTBULB (EL_MM_START + 145)
+#define EL_MM_LIGHTBULB_ACTIVE (EL_MM_START + 146)
+#define EL_MM_LIGHTBALL (EL_MM_START + 147)
+#define EL_MM_STEEL_BLOCK (EL_MM_START + 148)
+#define EL_MM_WOODEN_LOCK (EL_MM_START + 149)
+#define EL_MM_FUEL_FULL (EL_MM_START + 150)
+#define EL_MM_WOODEN_GRID_FIXED_START (EL_MM_START + 151)
+#define EL_MM_WOODEN_GRID_FIXED_1 (EL_MM_WOODEN_GRID_FIXED_START + 0)
+#define EL_MM_WOODEN_GRID_FIXED_2 (EL_MM_WOODEN_GRID_FIXED_START + 1)
+#define EL_MM_WOODEN_GRID_FIXED_3 (EL_MM_WOODEN_GRID_FIXED_START + 2)
+#define EL_MM_WOODEN_GRID_FIXED_4 (EL_MM_WOODEN_GRID_FIXED_START + 3)
+#define EL_MM_WOODEN_GRID_FIXED_END EL_MM_WOODEN_GRID_FIXED_03
+#define EL_MM_FUEL_EMPTY (EL_MM_START + 155)
+
+#define EL_MM_UNUSED_156 (EL_MM_START + 156)
+#define EL_MM_UNUSED_157 (EL_MM_START + 157)
+#define EL_MM_UNUSED_158 (EL_MM_START + 158)
+#define EL_MM_UNUSED_159 (EL_MM_START + 159)
+
+#define EL_MM_END_1 (EL_MM_START + 159)
+#define EL_MM_START_2 (EL_MM_START + 160)
+
+#define EL_DF_START EL_MM_START_2
+#define EL_DF_START2 (EL_DF_START - 240)
+
+#define EL_DF_MIRROR_START EL_DF_START
+#define EL_DF_MIRROR_1 (EL_DF_MIRROR_START + 0)
+#define EL_DF_MIRROR_2 (EL_DF_MIRROR_START + 1)
+#define EL_DF_MIRROR_3 (EL_DF_MIRROR_START + 2)
+#define EL_DF_MIRROR_4 (EL_DF_MIRROR_START + 3)
+#define EL_DF_MIRROR_5 (EL_DF_MIRROR_START + 4)
+#define EL_DF_MIRROR_6 (EL_DF_MIRROR_START + 5)
+#define EL_DF_MIRROR_7 (EL_DF_MIRROR_START + 6)
+#define EL_DF_MIRROR_8 (EL_DF_MIRROR_START + 7)
+#define EL_DF_MIRROR_9 (EL_DF_MIRROR_START + 8)
+#define EL_DF_MIRROR_10 (EL_DF_MIRROR_START + 9)
+#define EL_DF_MIRROR_11 (EL_DF_MIRROR_START + 10)
+#define EL_DF_MIRROR_12 (EL_DF_MIRROR_START + 11)
+#define EL_DF_MIRROR_13 (EL_DF_MIRROR_START + 12)
+#define EL_DF_MIRROR_14 (EL_DF_MIRROR_START + 13)
+#define EL_DF_MIRROR_15 (EL_DF_MIRROR_START + 14)
+#define EL_DF_MIRROR_16 (EL_DF_MIRROR_START + 15)
+#define EL_DF_MIRROR_END EL_DF_MIRROR_15
+
+#define EL_DF_WOODEN_GRID_FIXED_START (EL_DF_START2 + 256)
+#define EL_DF_WOODEN_GRID_FIXED_1 (EL_DF_WOODEN_GRID_FIXED_START + 0)
+#define EL_DF_WOODEN_GRID_FIXED_2 (EL_DF_WOODEN_GRID_FIXED_START + 1)
+#define EL_DF_WOODEN_GRID_FIXED_3 (EL_DF_WOODEN_GRID_FIXED_START + 2)
+#define EL_DF_WOODEN_GRID_FIXED_4 (EL_DF_WOODEN_GRID_FIXED_START + 3)
+#define EL_DF_WOODEN_GRID_FIXED_5 (EL_DF_WOODEN_GRID_FIXED_START + 4)
+#define EL_DF_WOODEN_GRID_FIXED_6 (EL_DF_WOODEN_GRID_FIXED_START + 5)
+#define EL_DF_WOODEN_GRID_FIXED_7 (EL_DF_WOODEN_GRID_FIXED_START + 6)
+#define EL_DF_WOODEN_GRID_FIXED_8 (EL_DF_WOODEN_GRID_FIXED_START + 7)
+#define EL_DF_WOODEN_GRID_FIXED_END EL_DF_WOODEN_GRID_FIXED_07
+
+#define EL_DF_STEEL_GRID_FIXED_START (EL_DF_START2 + 264)
+#define EL_DF_STEEL_GRID_FIXED_1 (EL_DF_STEEL_GRID_FIXED_START + 0)
+#define EL_DF_STEEL_GRID_FIXED_2 (EL_DF_STEEL_GRID_FIXED_START + 1)
+#define EL_DF_STEEL_GRID_FIXED_3 (EL_DF_STEEL_GRID_FIXED_START + 2)
+#define EL_DF_STEEL_GRID_FIXED_4 (EL_DF_STEEL_GRID_FIXED_START + 3)
+#define EL_DF_STEEL_GRID_FIXED_5 (EL_DF_STEEL_GRID_FIXED_START + 4)
+#define EL_DF_STEEL_GRID_FIXED_6 (EL_DF_STEEL_GRID_FIXED_START + 5)
+#define EL_DF_STEEL_GRID_FIXED_7 (EL_DF_STEEL_GRID_FIXED_START + 6)
+#define EL_DF_STEEL_GRID_FIXED_8 (EL_DF_STEEL_GRID_FIXED_START + 7)
+#define EL_DF_STEEL_GRID_FIXED_END EL_DF_STEEL_GRID_FIXED_07
+
+#define EL_DF_WOODEN_WALL_START (EL_DF_START2 + 272)
+#define EL_DF_WOODEN_WALL_1 (EL_DF_WOODEN_WALL_START + 0)
+#define EL_DF_WOODEN_WALL_END (EL_DF_WOODEN_WALL_START + 15)
+
+#define EL_DF_STEEL_WALL_START (EL_DF_START2 + 288)
+#define EL_DF_STEEL_WALL_1 (EL_DF_STEEL_WALL_START + 0)
+#define EL_DF_STEEL_WALL_END (EL_DF_STEEL_WALL_START + 15)
+
+#define EL_DF_WALL_START EL_DF_WOODEN_WALL_START
+#define EL_DF_WALL_END EL_DF_STEEL_WALL_END
+
+#define EL_DF_EMPTY (EL_DF_START2 + 304)
+#define EL_DF_CELL (EL_DF_START2 + 305)
+#define EL_DF_MINE (EL_DF_START2 + 306)
+#define EL_DF_REFRACTOR (EL_DF_START2 + 307)
+
+#define EL_DF_LASER_START (EL_DF_START2 + 308)
+#define EL_DF_LASER_RIGHT (EL_DF_LASER_START + 0)
+#define EL_DF_LASER_UP (EL_DF_LASER_START + 1)
+#define EL_DF_LASER_LEFT (EL_DF_LASER_START + 2)
+#define EL_DF_LASER_DOWN (EL_DF_LASER_START + 3)
+#define EL_DF_LASER_END EL_DF_LASER_DOWN
+
+#define EL_DF_RECEIVER_START (EL_DF_START2 + 312)
+#define EL_DF_RECEIVER_RIGHT (EL_DF_RECEIVER_START + 0)
+#define EL_DF_RECEIVER_UP (EL_DF_RECEIVER_START + 1)
+#define EL_DF_RECEIVER_LEFT (EL_DF_RECEIVER_START + 2)
+#define EL_DF_RECEIVER_DOWN (EL_DF_RECEIVER_START + 3)
+#define EL_DF_RECEIVER_END EL_DF_RECEIVER_DOWN
+
+#define EL_DF_FIBRE_OPTIC_START (EL_DF_START2 + 316)
+#define EL_DF_FIBRE_OPTIC_RED_1 (EL_DF_FIBRE_OPTIC_START + 0)
+#define EL_DF_FIBRE_OPTIC_RED_2 (EL_DF_FIBRE_OPTIC_START + 1)
+#define EL_DF_FIBRE_OPTIC_YELLOW_1 (EL_DF_FIBRE_OPTIC_START + 2)
+#define EL_DF_FIBRE_OPTIC_YELLOW_2 (EL_DF_FIBRE_OPTIC_START + 3)
+#define EL_DF_FIBRE_OPTIC_GREEN_1 (EL_DF_FIBRE_OPTIC_START + 4)
+#define EL_DF_FIBRE_OPTIC_GREEN_2 (EL_DF_FIBRE_OPTIC_START + 5)
+#define EL_DF_FIBRE_OPTIC_BLUE_1 (EL_DF_FIBRE_OPTIC_START + 6)
+#define EL_DF_FIBRE_OPTIC_BLUE_2 (EL_DF_FIBRE_OPTIC_START + 7)
+#define EL_DF_FIBRE_OPTIC_END EL_DF_FIBRE_OPTIC_07
+
+#define EL_DF_MIRROR_ROTATING_START (EL_DF_START2 + 324)
+#define EL_DF_MIRROR_ROTATING_1 (EL_DF_MIRROR_ROTATING_START + 0)
+#define EL_DF_MIRROR_ROTATING_2 (EL_DF_MIRROR_ROTATING_START + 1)
+#define EL_DF_MIRROR_ROTATING_3 (EL_DF_MIRROR_ROTATING_START + 2)
+#define EL_DF_MIRROR_ROTATING_4 (EL_DF_MIRROR_ROTATING_START + 3)
+#define EL_DF_MIRROR_ROTATING_5 (EL_DF_MIRROR_ROTATING_START + 4)
+#define EL_DF_MIRROR_ROTATING_6 (EL_DF_MIRROR_ROTATING_START + 5)
+#define EL_DF_MIRROR_ROTATING_7 (EL_DF_MIRROR_ROTATING_START + 6)
+#define EL_DF_MIRROR_ROTATING_8 (EL_DF_MIRROR_ROTATING_START + 7)
+#define EL_DF_MIRROR_ROTATING_9 (EL_DF_MIRROR_ROTATING_START + 8)
+#define EL_DF_MIRROR_ROTATING_10 (EL_DF_MIRROR_ROTATING_START + 9)
+#define EL_DF_MIRROR_ROTATING_11 (EL_DF_MIRROR_ROTATING_START + 10)
+#define EL_DF_MIRROR_ROTATING_12 (EL_DF_MIRROR_ROTATING_START + 11)
+#define EL_DF_MIRROR_ROTATING_13 (EL_DF_MIRROR_ROTATING_START + 12)
+#define EL_DF_MIRROR_ROTATING_14 (EL_DF_MIRROR_ROTATING_START + 13)
+#define EL_DF_MIRROR_ROTATING_15 (EL_DF_MIRROR_ROTATING_START + 14)
+#define EL_DF_MIRROR_ROTATING_16 (EL_DF_MIRROR_ROTATING_START + 15)
+#define EL_DF_MIRROR_ROTATING_END EL_DF_MIRROR_ROTATING_15
+
+#define EL_DF_WOODEN_GRID_ROTATING_START (EL_DF_START2 + 340)
+#define EL_DF_WOODEN_GRID_ROTATING_1 (EL_DF_WOODEN_GRID_ROTATING_START + 0)
+#define EL_DF_WOODEN_GRID_ROTATING_2 (EL_DF_WOODEN_GRID_ROTATING_START + 1)
+#define EL_DF_WOODEN_GRID_ROTATING_3 (EL_DF_WOODEN_GRID_ROTATING_START + 2)
+#define EL_DF_WOODEN_GRID_ROTATING_4 (EL_DF_WOODEN_GRID_ROTATING_START + 3)
+#define EL_DF_WOODEN_GRID_ROTATING_5 (EL_DF_WOODEN_GRID_ROTATING_START + 4)
+#define EL_DF_WOODEN_GRID_ROTATING_6 (EL_DF_WOODEN_GRID_ROTATING_START + 5)
+#define EL_DF_WOODEN_GRID_ROTATING_7 (EL_DF_WOODEN_GRID_ROTATING_START + 6)
+#define EL_DF_WOODEN_GRID_ROTATING_8 (EL_DF_WOODEN_GRID_ROTATING_START + 7)
+#define EL_DF_WOODEN_GRID_ROTATING_END EL_DF_WOODEN_GRID_ROTATING_07
+
+#define EL_DF_STEEL_GRID_ROTATING_START (EL_DF_START2 + 348)
+#define EL_DF_STEEL_GRID_ROTATING_1 (EL_DF_STEEL_GRID_ROTATING_START + 0)
+#define EL_DF_STEEL_GRID_ROTATING_2 (EL_DF_STEEL_GRID_ROTATING_START + 1)
+#define EL_DF_STEEL_GRID_ROTATING_3 (EL_DF_STEEL_GRID_ROTATING_START + 2)
+#define EL_DF_STEEL_GRID_ROTATING_4 (EL_DF_STEEL_GRID_ROTATING_START + 3)
+#define EL_DF_STEEL_GRID_ROTATING_5 (EL_DF_STEEL_GRID_ROTATING_START + 4)
+#define EL_DF_STEEL_GRID_ROTATING_6 (EL_DF_STEEL_GRID_ROTATING_START + 5)
+#define EL_DF_STEEL_GRID_ROTATING_7 (EL_DF_STEEL_GRID_ROTATING_START + 6)
+#define EL_DF_STEEL_GRID_ROTATING_8 (EL_DF_STEEL_GRID_ROTATING_START + 7)
+#define EL_DF_STEEL_GRID_ROTATING_END EL_DF_STEEL_GRID_ROTATING_07
+
+#define EL_DF_END (EL_DF_START2 + 355)
+
+#define EL_MM_TELEPORTER_RED_START (EL_DF_START2 + 356)
+#define EL_MM_TELEPORTER_RED_1 (EL_MM_TELEPORTER_RED_START + 0)
+#define EL_MM_TELEPORTER_RED_2 (EL_MM_TELEPORTER_RED_START + 1)
+#define EL_MM_TELEPORTER_RED_3 (EL_MM_TELEPORTER_RED_START + 2)
+#define EL_MM_TELEPORTER_RED_4 (EL_MM_TELEPORTER_RED_START + 3)
+#define EL_MM_TELEPORTER_RED_5 (EL_MM_TELEPORTER_RED_START + 4)
+#define EL_MM_TELEPORTER_RED_6 (EL_MM_TELEPORTER_RED_START + 5)
+#define EL_MM_TELEPORTER_RED_7 (EL_MM_TELEPORTER_RED_START + 6)
+#define EL_MM_TELEPORTER_RED_8 (EL_MM_TELEPORTER_RED_START + 7)
+#define EL_MM_TELEPORTER_RED_9 (EL_MM_TELEPORTER_RED_START + 8)
+#define EL_MM_TELEPORTER_RED_10 (EL_MM_TELEPORTER_RED_START + 9)
+#define EL_MM_TELEPORTER_RED_11 (EL_MM_TELEPORTER_RED_START + 10)
+#define EL_MM_TELEPORTER_RED_12 (EL_MM_TELEPORTER_RED_START + 11)
+#define EL_MM_TELEPORTER_RED_13 (EL_MM_TELEPORTER_RED_START + 12)
+#define EL_MM_TELEPORTER_RED_14 (EL_MM_TELEPORTER_RED_START + 13)
+#define EL_MM_TELEPORTER_RED_15 (EL_MM_TELEPORTER_RED_START + 14)
+#define EL_MM_TELEPORTER_RED_16 (EL_MM_TELEPORTER_RED_START + 15)
+#define EL_MM_TELEPORTER_RED_END EL_MM_TELEPORTER_RED_16
+#define EL_MM_TELEPORTER_YELLOW_START (EL_DF_START2 + 372)
+#define EL_MM_TELEPORTER_YELLOW_1 (EL_MM_TELEPORTER_YELLOW_START + 0)
+#define EL_MM_TELEPORTER_YELLOW_2 (EL_MM_TELEPORTER_YELLOW_START + 1)
+#define EL_MM_TELEPORTER_YELLOW_3 (EL_MM_TELEPORTER_YELLOW_START + 2)
+#define EL_MM_TELEPORTER_YELLOW_4 (EL_MM_TELEPORTER_YELLOW_START + 3)
+#define EL_MM_TELEPORTER_YELLOW_5 (EL_MM_TELEPORTER_YELLOW_START + 4)
+#define EL_MM_TELEPORTER_YELLOW_6 (EL_MM_TELEPORTER_YELLOW_START + 5)
+#define EL_MM_TELEPORTER_YELLOW_7 (EL_MM_TELEPORTER_YELLOW_START + 6)
+#define EL_MM_TELEPORTER_YELLOW_8 (EL_MM_TELEPORTER_YELLOW_START + 7)
+#define EL_MM_TELEPORTER_YELLOW_9 (EL_MM_TELEPORTER_YELLOW_START + 8)
+#define EL_MM_TELEPORTER_YELLOW_10 (EL_MM_TELEPORTER_YELLOW_START + 9)
+#define EL_MM_TELEPORTER_YELLOW_11 (EL_MM_TELEPORTER_YELLOW_START + 10)
+#define EL_MM_TELEPORTER_YELLOW_12 (EL_MM_TELEPORTER_YELLOW_START + 11)
+#define EL_MM_TELEPORTER_YELLOW_13 (EL_MM_TELEPORTER_YELLOW_START + 12)
+#define EL_MM_TELEPORTER_YELLOW_14 (EL_MM_TELEPORTER_YELLOW_START + 13)
+#define EL_MM_TELEPORTER_YELLOW_15 (EL_MM_TELEPORTER_YELLOW_START + 14)
+#define EL_MM_TELEPORTER_YELLOW_16 (EL_MM_TELEPORTER_YELLOW_START + 15)
+#define EL_MM_TELEPORTER_YELLOW_END EL_MM_TELEPORTER_YELLOW_16
+#define EL_MM_TELEPORTER_GREEN_START (EL_DF_START2 + 388)
+#define EL_MM_TELEPORTER_GREEN_1 (EL_MM_TELEPORTER_GREEN_START + 0)
+#define EL_MM_TELEPORTER_GREEN_2 (EL_MM_TELEPORTER_GREEN_START + 1)
+#define EL_MM_TELEPORTER_GREEN_3 (EL_MM_TELEPORTER_GREEN_START + 2)
+#define EL_MM_TELEPORTER_GREEN_4 (EL_MM_TELEPORTER_GREEN_START + 3)
+#define EL_MM_TELEPORTER_GREEN_5 (EL_MM_TELEPORTER_GREEN_START + 4)
+#define EL_MM_TELEPORTER_GREEN_6 (EL_MM_TELEPORTER_GREEN_START + 5)
+#define EL_MM_TELEPORTER_GREEN_7 (EL_MM_TELEPORTER_GREEN_START + 6)
+#define EL_MM_TELEPORTER_GREEN_8 (EL_MM_TELEPORTER_GREEN_START + 7)
+#define EL_MM_TELEPORTER_GREEN_9 (EL_MM_TELEPORTER_GREEN_START + 8)
+#define EL_MM_TELEPORTER_GREEN_10 (EL_MM_TELEPORTER_GREEN_START + 9)
+#define EL_MM_TELEPORTER_GREEN_11 (EL_MM_TELEPORTER_GREEN_START + 10)
+#define EL_MM_TELEPORTER_GREEN_12 (EL_MM_TELEPORTER_GREEN_START + 11)
+#define EL_MM_TELEPORTER_GREEN_13 (EL_MM_TELEPORTER_GREEN_START + 12)
+#define EL_MM_TELEPORTER_GREEN_14 (EL_MM_TELEPORTER_GREEN_START + 13)
+#define EL_MM_TELEPORTER_GREEN_15 (EL_MM_TELEPORTER_GREEN_START + 14)
+#define EL_MM_TELEPORTER_GREEN_16 (EL_MM_TELEPORTER_GREEN_START + 15)
+#define EL_MM_TELEPORTER_GREEN_END EL_MM_TELEPORTER_GREEN_16
+#define EL_MM_TELEPORTER_BLUE_START (EL_DF_START2 + 404)
+#define EL_MM_TELEPORTER_BLUE_1 (EL_MM_TELEPORTER_BLUE_START + 0)
+#define EL_MM_TELEPORTER_BLUE_2 (EL_MM_TELEPORTER_BLUE_START + 1)
+#define EL_MM_TELEPORTER_BLUE_3 (EL_MM_TELEPORTER_BLUE_START + 2)
+#define EL_MM_TELEPORTER_BLUE_4 (EL_MM_TELEPORTER_BLUE_START + 3)
+#define EL_MM_TELEPORTER_BLUE_5 (EL_MM_TELEPORTER_BLUE_START + 4)
+#define EL_MM_TELEPORTER_BLUE_6 (EL_MM_TELEPORTER_BLUE_START + 5)
+#define EL_MM_TELEPORTER_BLUE_7 (EL_MM_TELEPORTER_BLUE_START + 6)
+#define EL_MM_TELEPORTER_BLUE_8 (EL_MM_TELEPORTER_BLUE_START + 7)
+#define EL_MM_TELEPORTER_BLUE_9 (EL_MM_TELEPORTER_BLUE_START + 8)
+#define EL_MM_TELEPORTER_BLUE_10 (EL_MM_TELEPORTER_BLUE_START + 9)
+#define EL_MM_TELEPORTER_BLUE_11 (EL_MM_TELEPORTER_BLUE_START + 10)
+#define EL_MM_TELEPORTER_BLUE_12 (EL_MM_TELEPORTER_BLUE_START + 11)
+#define EL_MM_TELEPORTER_BLUE_13 (EL_MM_TELEPORTER_BLUE_START + 12)
+#define EL_MM_TELEPORTER_BLUE_14 (EL_MM_TELEPORTER_BLUE_START + 13)
+#define EL_MM_TELEPORTER_BLUE_15 (EL_MM_TELEPORTER_BLUE_START + 14)
+#define EL_MM_TELEPORTER_BLUE_16 (EL_MM_TELEPORTER_BLUE_START + 15)
+#define EL_MM_TELEPORTER_BLUE_END EL_MM_TELEPORTER_BLUE_16
+
+#define EL_MM_MCDUFFIN 1204
+#define EL_MM_PACMAN 1205
+#define EL_MM_FUSE 1206
+#define EL_MM_STEEL_WALL 1207
+#define EL_MM_WOODEN_WALL 1208
+#define EL_MM_ICE_WALL 1209
+#define EL_MM_AMOEBA_WALL 1210
+#define EL_DF_LASER 1211
+#define EL_DF_RECEIVER 1212
+#define EL_DF_STEEL_WALL 1213
+#define EL_DF_WOODEN_WALL 1214
+
+#define EL_MM_END_2 (EL_DF_START2 + 430)
+#define EL_MM_END EL_MM_END_2
+
+#define NUM_FILE_ELEMENTS 1215
+
+
+// "real" (and therefore drawable) runtime elements
+#define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
+
+#define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 0)
+#define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 1)
+#define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 2)
+#define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 3)
+#define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
+#define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 5)
+#define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 6)
+#define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 7)
+#define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 8)
+#define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 9)
+#define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 10)
+#define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 11)
+#define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 12)
+#define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 13)
+#define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
+#define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
+#define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
+#define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
+#define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
+#define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
+#define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
+#define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
+#define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
+#define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
+#define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
+#define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
+#define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 26)
+#define EL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 27)
+#define EL_STEEL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 28)
+#define EL_STEEL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 29)
+#define EL_EM_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 30)
+#define EL_EM_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 31)
+#define EL_EM_STEEL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 32)
+#define EL_EM_STEEL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 33)
+#define EL_SP_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 34)
+#define EL_SP_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 35)
+#define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 36)
+#define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 37)
+#define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 38)
+#define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 39)
+#define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 40)
+#define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 41)
+#define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
+#define EL_QUICKSAND_FAST_EMPTYING (EL_FIRST_RUNTIME_REAL + 43)
+#define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 44)
+#define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 45)
+#define EL_DC_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 46)
+#define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 47)
+#define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 48)
+#define EL_DC_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 49)
+#define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 50)
+#define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 51)
+#define EL_DC_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 52)
+#define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 53)
+#define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 54)
+#define EL_DC_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 55)
+#define EL_EMC_FAKE_GRASS_ACTIVE (EL_FIRST_RUNTIME_REAL + 56)
+#define EL_GATE_1_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 57)
+#define EL_GATE_2_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 58)
+#define EL_GATE_3_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 59)
+#define EL_GATE_4_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 60)
+#define EL_EM_GATE_1_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 61)
+#define EL_EM_GATE_2_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 62)
+#define EL_EM_GATE_3_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 63)
+#define EL_EM_GATE_4_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 64)
+#define EL_EMC_GATE_5_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 65)
+#define EL_EMC_GATE_6_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 66)
+#define EL_EMC_GATE_7_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 67)
+#define EL_EMC_GATE_8_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 68)
+#define EL_DC_GATE_WHITE_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 69)
+#define EL_EMC_DRIPPER_ACTIVE (EL_FIRST_RUNTIME_REAL + 70)
+#define EL_EMC_SPRING_BUMPER_ACTIVE (EL_FIRST_RUNTIME_REAL + 71)
+#define EL_MM_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 72)
+#define EL_MM_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 73)
+#define EL_MM_GRAY_BALL_OPENING (EL_FIRST_RUNTIME_REAL + 74)
+#define EL_MM_ICE_WALL_SHRINKING (EL_FIRST_RUNTIME_REAL + 75)
+#define EL_MM_AMOEBA_WALL_GROWING (EL_FIRST_RUNTIME_REAL + 76)
+#define EL_MM_PACMAN_EATING_RIGHT (EL_FIRST_RUNTIME_REAL + 77)
+#define EL_MM_PACMAN_EATING_UP (EL_FIRST_RUNTIME_REAL + 78)
+#define EL_MM_PACMAN_EATING_LEFT (EL_FIRST_RUNTIME_REAL + 79)
+#define EL_MM_PACMAN_EATING_DOWN (EL_FIRST_RUNTIME_REAL + 80)
+
+#define NUM_DRAWABLE_ELEMENTS (EL_FIRST_RUNTIME_REAL + 81)
+
+#define EL_MM_RUNTIME_START EL_MM_EXIT_OPENING
+#define EL_MM_RUNTIME_END EL_MM_AMOEBA_WALL_GROWING
+
+// "unreal" (and therefore not drawable) runtime elements
+#define EL_FIRST_RUNTIME_UNREAL (NUM_DRAWABLE_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_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_EXPANDABLE_STEELWALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 9)
+#define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 10)
+#define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 11)
+#define EL_PLAYER_IS_EXPLODING_1 (EL_FIRST_RUNTIME_UNREAL + 12)
+#define EL_PLAYER_IS_EXPLODING_2 (EL_FIRST_RUNTIME_UNREAL + 13)
+#define EL_PLAYER_IS_EXPLODING_3 (EL_FIRST_RUNTIME_UNREAL + 14)
+#define EL_PLAYER_IS_EXPLODING_4 (EL_FIRST_RUNTIME_UNREAL + 15)
+#define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 16)
+#define EL_QUICKSAND_FAST_FILLING (EL_FIRST_RUNTIME_UNREAL + 17)
+#define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 18)
+#define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 19)
+#define EL_DC_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 20)
+#define EL_ELEMENT_SNAPPING (EL_FIRST_RUNTIME_UNREAL + 21)
+#define EL_DIAGONAL_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 22)
+#define EL_DIAGONAL_GROWING (EL_FIRST_RUNTIME_UNREAL + 23)
+
+#define NUM_RUNTIME_ELEMENTS (EL_FIRST_RUNTIME_UNREAL + 24)
+
+// dummy elements (never used as game elements, only used as graphics)
+#define EL_FIRST_DUMMY NUM_RUNTIME_ELEMENTS
+
+#define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
+#define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
+#define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2)
+#define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3)
+#define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4)
+#define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5)
+#define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6)
+#define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7)
+#define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8)
+#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_DYNABOMB (EL_FIRST_DUMMY + 12)
+#define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
+#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_AMOEBA (EL_FIRST_DUMMY + 20)
+#define EL_MM_LIGHTBALL_RED (EL_FIRST_DUMMY + 21)
+#define EL_MM_LIGHTBALL_BLUE (EL_FIRST_DUMMY + 22)
+#define EL_MM_LIGHTBALL_YELLOW (EL_FIRST_DUMMY + 23)
+#define EL_MM_MASK_MCDUFFIN_RIGHT (EL_FIRST_DUMMY + 24)
+#define EL_MM_MASK_MCDUFFIN_UP (EL_FIRST_DUMMY + 25)
+#define EL_MM_MASK_MCDUFFIN_LEFT (EL_FIRST_DUMMY + 26)
+#define EL_MM_MASK_MCDUFFIN_DOWN (EL_FIRST_DUMMY + 27)
+#define EL_MM_MASK_GRID_1 (EL_FIRST_DUMMY + 28)
+#define EL_MM_MASK_GRID_2 (EL_FIRST_DUMMY + 29)
+#define EL_MM_MASK_GRID_3 (EL_FIRST_DUMMY + 30)
+#define EL_MM_MASK_GRID_4 (EL_FIRST_DUMMY + 31)
+#define EL_MM_MASK_RECTANGLE (EL_FIRST_DUMMY + 32)
+#define EL_MM_MASK_CIRCLE (EL_FIRST_DUMMY + 33)
+#define EL_DEFAULT (EL_FIRST_DUMMY + 34)
+#define EL_BD_DEFAULT (EL_FIRST_DUMMY + 35)
+#define EL_SP_DEFAULT (EL_FIRST_DUMMY + 36)
+#define EL_SB_DEFAULT (EL_FIRST_DUMMY + 37)
+#define EL_MM_DEFAULT (EL_FIRST_DUMMY + 38)
+#define EL_GRAPHIC_1 (EL_FIRST_DUMMY + 39)
+#define EL_GRAPHIC_2 (EL_FIRST_DUMMY + 40)
+#define EL_GRAPHIC_3 (EL_FIRST_DUMMY + 41)
+#define EL_GRAPHIC_4 (EL_FIRST_DUMMY + 42)
+#define EL_GRAPHIC_5 (EL_FIRST_DUMMY + 43)
+#define EL_GRAPHIC_6 (EL_FIRST_DUMMY + 44)
+#define EL_GRAPHIC_7 (EL_FIRST_DUMMY + 45)
+#define EL_GRAPHIC_8 (EL_FIRST_DUMMY + 46)
+
+#define EL_MM_DUMMY_START EL_MM_MASK_MCDUFFIN_RIGHT
+#define EL_MM_DUMMY_END EL_MM_MASK_CIRCLE
+
+// internal elements (only used for internal purposes like copying)
+#define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 47)
+
+#define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0)
+#define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1)
+#define EL_INTERNAL_CLIPBOARD_GROUP (EL_FIRST_INTERNAL + 2)
+#define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 3)
+
+#define EL_INTERNAL_CASCADE_BD (EL_FIRST_INTERNAL + 4)
+#define EL_INTERNAL_CASCADE_BD_ACTIVE (EL_FIRST_INTERNAL + 5)
+#define EL_INTERNAL_CASCADE_EM (EL_FIRST_INTERNAL + 6)
+#define EL_INTERNAL_CASCADE_EM_ACTIVE (EL_FIRST_INTERNAL + 7)
+#define EL_INTERNAL_CASCADE_EMC (EL_FIRST_INTERNAL + 8)
+#define EL_INTERNAL_CASCADE_EMC_ACTIVE (EL_FIRST_INTERNAL + 9)
+#define EL_INTERNAL_CASCADE_RND (EL_FIRST_INTERNAL + 10)
+#define EL_INTERNAL_CASCADE_RND_ACTIVE (EL_FIRST_INTERNAL + 11)
+#define EL_INTERNAL_CASCADE_SB (EL_FIRST_INTERNAL + 12)
+#define EL_INTERNAL_CASCADE_SB_ACTIVE (EL_FIRST_INTERNAL + 13)
+#define EL_INTERNAL_CASCADE_SP (EL_FIRST_INTERNAL + 14)
+#define EL_INTERNAL_CASCADE_SP_ACTIVE (EL_FIRST_INTERNAL + 15)
+#define EL_INTERNAL_CASCADE_DC (EL_FIRST_INTERNAL + 16)
+#define EL_INTERNAL_CASCADE_DC_ACTIVE (EL_FIRST_INTERNAL + 17)
+#define EL_INTERNAL_CASCADE_DX (EL_FIRST_INTERNAL + 18)
+#define EL_INTERNAL_CASCADE_DX_ACTIVE (EL_FIRST_INTERNAL + 19)
+#define EL_INTERNAL_CASCADE_MM (EL_FIRST_INTERNAL + 20)
+#define EL_INTERNAL_CASCADE_MM_ACTIVE (EL_FIRST_INTERNAL + 21)
+#define EL_INTERNAL_CASCADE_DF (EL_FIRST_INTERNAL + 22)
+#define EL_INTERNAL_CASCADE_DF_ACTIVE (EL_FIRST_INTERNAL + 23)
+#define EL_INTERNAL_CASCADE_CHARS (EL_FIRST_INTERNAL + 24)
+#define EL_INTERNAL_CASCADE_CHARS_ACTIVE (EL_FIRST_INTERNAL + 25)
+#define EL_INTERNAL_CASCADE_STEEL_CHARS (EL_FIRST_INTERNAL + 26)
+#define EL_INTERNAL_CASCADE_STEEL_CHARS_ACTIVE (EL_FIRST_INTERNAL + 27)
+#define EL_INTERNAL_CASCADE_CE (EL_FIRST_INTERNAL + 28)
+#define EL_INTERNAL_CASCADE_CE_ACTIVE (EL_FIRST_INTERNAL + 29)
+#define EL_INTERNAL_CASCADE_GE (EL_FIRST_INTERNAL + 30)
+#define EL_INTERNAL_CASCADE_GE_ACTIVE (EL_FIRST_INTERNAL + 31)
+#define EL_INTERNAL_CASCADE_REF (EL_FIRST_INTERNAL + 32)
+#define EL_INTERNAL_CASCADE_REF_ACTIVE (EL_FIRST_INTERNAL + 33)
+#define EL_INTERNAL_CASCADE_USER (EL_FIRST_INTERNAL + 34)
+#define EL_INTERNAL_CASCADE_USER_ACTIVE (EL_FIRST_INTERNAL + 35)
+#define EL_INTERNAL_CASCADE_DYNAMIC (EL_FIRST_INTERNAL + 36)
+#define EL_INTERNAL_CASCADE_DYNAMIC_ACTIVE (EL_FIRST_INTERNAL + 37)
+
+#define EL_INTERNAL_CLIPBOARD_START (EL_FIRST_INTERNAL + 0)
+#define EL_INTERNAL_CLIPBOARD_END (EL_FIRST_INTERNAL + 2)
+#define EL_INTERNAL_START (EL_FIRST_INTERNAL + 0)
+#define EL_INTERNAL_END (EL_FIRST_INTERNAL + 37)
+
+#define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 38)
+
+
+// values for graphics/sounds action types
+enum
+{
+ ACTION_DEFAULT = 0,
+ ACTION_WAITING,
+ ACTION_FALLING,
+ ACTION_MOVING,
+ ACTION_DIGGING,
+ ACTION_SNAPPING,
+ ACTION_COLLECTING,
+ ACTION_DROPPING,
+ ACTION_PUSHING,
+ ACTION_WALKING,
+ ACTION_PASSING,
+ ACTION_IMPACT,
+ ACTION_BREAKING,
+ ACTION_ACTIVATING,
+ ACTION_DEACTIVATING,
+ ACTION_OPENING,
+ ACTION_CLOSING,
+ ACTION_ATTACKING,
+ ACTION_GROWING,
+ ACTION_SHRINKING,
+ ACTION_ACTIVE,
+ ACTION_FILLING,
+ ACTION_EMPTYING,
+ ACTION_CHANGING,
+ ACTION_EXPLODING,
+ ACTION_BORING,
+ ACTION_BORING_1,
+ ACTION_BORING_2,
+ ACTION_BORING_3,
+ ACTION_BORING_4,
+ ACTION_BORING_5,
+ ACTION_BORING_6,
+ ACTION_BORING_7,
+ ACTION_BORING_8,
+ ACTION_BORING_9,
+ ACTION_BORING_10,
+ ACTION_SLEEPING,
+ ACTION_SLEEPING_1,
+ ACTION_SLEEPING_2,
+ ACTION_SLEEPING_3,
+ ACTION_AWAKENING,
+ ACTION_DYING,
+ ACTION_TURNING,
+ ACTION_TURNING_FROM_LEFT,
+ ACTION_TURNING_FROM_RIGHT,
+ ACTION_TURNING_FROM_UP,
+ ACTION_TURNING_FROM_DOWN,
+ ACTION_SMASHED_BY_ROCK,
+ ACTION_SMASHED_BY_SPRING,
+ ACTION_EATING,
+ ACTION_TWINKLING,
+ ACTION_SPLASHING,
+ ACTION_HITTING,
+ ACTION_PAGE_1,
+ ACTION_PAGE_2,
+ ACTION_PAGE_3,
+ ACTION_PAGE_4,
+ ACTION_PAGE_5,
+ ACTION_PAGE_6,
+ ACTION_PAGE_7,
+ ACTION_PAGE_8,
+ ACTION_PAGE_9,
+ ACTION_PAGE_10,
+ ACTION_PAGE_11,
+ ACTION_PAGE_12,
+ ACTION_PAGE_13,
+ ACTION_PAGE_14,
+ ACTION_PAGE_15,
+ ACTION_PAGE_16,
+ ACTION_PAGE_17,
+ ACTION_PAGE_18,
+ ACTION_PAGE_19,
+ ACTION_PAGE_20,
+ ACTION_PAGE_21,
+ ACTION_PAGE_22,
+ ACTION_PAGE_23,
+ ACTION_PAGE_24,
+ ACTION_PAGE_25,
+ ACTION_PAGE_26,
+ ACTION_PAGE_27,
+ ACTION_PAGE_28,
+ ACTION_PAGE_29,
+ ACTION_PAGE_30,
+ ACTION_PAGE_31,
+ ACTION_PAGE_32,
+ ACTION_PART_1,
+ ACTION_PART_2,
+ ACTION_PART_3,
+ ACTION_PART_4,
+ ACTION_PART_5,
+ ACTION_PART_6,
+ ACTION_PART_7,
+ ACTION_PART_8,
+ ACTION_PART_9,
+ ACTION_PART_10,
+ ACTION_PART_11,
+ ACTION_PART_12,
+ ACTION_PART_13,
+ ACTION_PART_14,
+ ACTION_PART_15,
+ ACTION_PART_16,
+ ACTION_PART_17,
+ ACTION_PART_18,
+ ACTION_PART_19,
+ ACTION_PART_20,
+ ACTION_PART_21,
+ ACTION_PART_22,
+ ACTION_PART_23,
+ ACTION_PART_24,
+ ACTION_PART_25,
+ ACTION_PART_26,
+ ACTION_PART_27,
+ ACTION_PART_28,
+ ACTION_PART_29,
+ ACTION_PART_30,
+ ACTION_PART_31,
+ ACTION_PART_32,
+ ACTION_OTHER,
+
+ NUM_ACTIONS
+};
+
+#define ACTION_BORING_LAST ACTION_BORING_10
+#define ACTION_SLEEPING_LAST ACTION_SLEEPING_3
+
+
+// values for special image configuration suffixes (must match game mode)
+enum
+{
+ GFX_SPECIAL_ARG_DEFAULT = 0,
+ GFX_SPECIAL_ARG_LOADING,
+ GFX_SPECIAL_ARG_TITLE_INITIAL,
+ GFX_SPECIAL_ARG_TITLE_INITIAL_1,
+ GFX_SPECIAL_ARG_TITLE_INITIAL_2,
+ GFX_SPECIAL_ARG_TITLE_INITIAL_3,
+ GFX_SPECIAL_ARG_TITLE_INITIAL_4,
+ GFX_SPECIAL_ARG_TITLE_INITIAL_5,
+ GFX_SPECIAL_ARG_TITLE,
+ GFX_SPECIAL_ARG_TITLE_1,
+ GFX_SPECIAL_ARG_TITLE_2,
+ GFX_SPECIAL_ARG_TITLE_3,
+ GFX_SPECIAL_ARG_TITLE_4,
+ GFX_SPECIAL_ARG_TITLE_5,
+ GFX_SPECIAL_ARG_MAIN,
+ GFX_SPECIAL_ARG_LEVELS,
+ GFX_SPECIAL_ARG_LEVELNR,
+ GFX_SPECIAL_ARG_SCORES,
+ GFX_SPECIAL_ARG_EDITOR,
+ GFX_SPECIAL_ARG_INFO,
+ GFX_SPECIAL_ARG_SETUP,
+ GFX_SPECIAL_ARG_PLAYING,
+ GFX_SPECIAL_ARG_DOOR,
+ GFX_SPECIAL_ARG_TAPE,
+ GFX_SPECIAL_ARG_PANEL,
+ GFX_SPECIAL_ARG_PREVIEW,
+ GFX_SPECIAL_ARG_CRUMBLED,
+ GFX_SPECIAL_ARG_MAINONLY,
+ GFX_SPECIAL_ARG_TYPENAME,
+ GFX_SPECIAL_ARG_SUBMENU,
+ GFX_SPECIAL_ARG_MENU,
+ GFX_SPECIAL_ARG_TOONS,
+ GFX_SPECIAL_ARG_SCORESOLD,
+ GFX_SPECIAL_ARG_SCORESNEW,
+ GFX_SPECIAL_ARG_NO_TITLE,
+ GFX_SPECIAL_ARG_FADING,
+ GFX_SPECIAL_ARG_QUIT,
+
+ NUM_SPECIAL_GFX_ARGS
+};
+
+// these additional definitions are currently only used for draw offsets
+enum
+{
+ GFX_SPECIAL_ARG_INFO_MAIN = 0,
+ GFX_SPECIAL_ARG_INFO_TITLE,
+ GFX_SPECIAL_ARG_INFO_ELEMENTS,
+ GFX_SPECIAL_ARG_INFO_MUSIC,
+ GFX_SPECIAL_ARG_INFO_CREDITS,
+ GFX_SPECIAL_ARG_INFO_PROGRAM,
+ GFX_SPECIAL_ARG_INFO_VERSION,
+ GFX_SPECIAL_ARG_INFO_LEVELSET,
+
+ NUM_SPECIAL_GFX_INFO_ARGS
+};
+
+// these additional definitions are currently only used for draw offsets
+// (must match SETUP_MODE_* values as defined in src/screens.c)
+// (should also match corresponding entries in src/conf_gfx.c)
+enum
+{
+ GFX_SPECIAL_ARG_SETUP_MAIN = 0,
+ GFX_SPECIAL_ARG_SETUP_GAME,
+ GFX_SPECIAL_ARG_SETUP_EDITOR,
+ GFX_SPECIAL_ARG_SETUP_GRAPHICS,
+ GFX_SPECIAL_ARG_SETUP_SOUND,
+ GFX_SPECIAL_ARG_SETUP_ARTWORK,
+ GFX_SPECIAL_ARG_SETUP_INPUT,
+ GFX_SPECIAL_ARG_SETUP_TOUCH,
+ GFX_SPECIAL_ARG_SETUP_SHORTCUTS,
+ GFX_SPECIAL_ARG_SETUP_SHORTCUTS_1,
+ GFX_SPECIAL_ARG_SETUP_SHORTCUTS_2,
+ GFX_SPECIAL_ARG_SETUP_SHORTCUTS_3,
+ GFX_SPECIAL_ARG_SETUP_SHORTCUTS_4,
+ GFX_SPECIAL_ARG_SETUP_SHORTCUTS_5,
+ GFX_SPECIAL_ARG_SETUP_CHOOSE_ARTWORK,
+ GFX_SPECIAL_ARG_SETUP_CHOOSE_OTHER,
+
+ NUM_SPECIAL_GFX_SETUP_ARGS
+};
+
+// values for image configuration suffixes
+enum
+{
+ GFX_ARG_X = 0,
+ GFX_ARG_Y,
+ GFX_ARG_XPOS,
+ GFX_ARG_YPOS,
+ GFX_ARG_WIDTH,
+ GFX_ARG_HEIGHT,
+ GFX_ARG_VERTICAL,
+ GFX_ARG_OFFSET,
+ GFX_ARG_XOFFSET,
+ GFX_ARG_YOFFSET,
+ GFX_ARG_2ND_MOVEMENT_TILE,
+ GFX_ARG_2ND_VERTICAL,
+ GFX_ARG_2ND_OFFSET,
+ GFX_ARG_2ND_XOFFSET,
+ GFX_ARG_2ND_YOFFSET,
+ GFX_ARG_2ND_SWAP_TILES,
+ GFX_ARG_FRAMES,
+ GFX_ARG_FRAMES_PER_LINE,
+ GFX_ARG_START_FRAME,
+ GFX_ARG_DELAY,
+ GFX_ARG_ANIM_MODE,
+ GFX_ARG_GLOBAL_SYNC,
+ GFX_ARG_CRUMBLED_LIKE,
+ GFX_ARG_DIGGABLE_LIKE,
+ GFX_ARG_BORDER_SIZE,
+ GFX_ARG_STEP_OFFSET,
+ GFX_ARG_STEP_XOFFSET,
+ GFX_ARG_STEP_YOFFSET,
+ GFX_ARG_STEP_DELAY,
+ GFX_ARG_DIRECTION,
+ GFX_ARG_POSITION,
+ GFX_ARG_DRAW_XOFFSET,
+ GFX_ARG_DRAW_YOFFSET,
+ GFX_ARG_DRAW_MASKED,
+ GFX_ARG_DRAW_ORDER,
+ GFX_ARG_INIT_DELAY_FIXED,
+ GFX_ARG_INIT_DELAY_RANDOM,
+ GFX_ARG_ANIM_DELAY_FIXED,
+ GFX_ARG_ANIM_DELAY_RANDOM,
+ GFX_ARG_POST_DELAY_FIXED,
+ GFX_ARG_POST_DELAY_RANDOM,
+ GFX_ARG_INIT_EVENT,
+ GFX_ARG_INIT_EVENT_ACTION,
+ GFX_ARG_ANIM_EVENT,
+ GFX_ARG_ANIM_EVENT_ACTION,
+ GFX_ARG_NAME,
+ GFX_ARG_SCALE_UP_FACTOR,
+ GFX_ARG_TILE_SIZE,
+ GFX_ARG_CLONE_FROM,
+ GFX_ARG_FADE_MODE,
+ GFX_ARG_FADE_DELAY,
+ GFX_ARG_POST_DELAY,
+ GFX_ARG_AUTO_DELAY,
+ GFX_ARG_ALIGN,
+ GFX_ARG_VALIGN,
+ GFX_ARG_SORT_PRIORITY,
+ GFX_ARG_CLASS,
+ GFX_ARG_STYLE,
+ GFX_ARG_ACTIVE_XOFFSET,
+ GFX_ARG_ACTIVE_YOFFSET,
+ GFX_ARG_PRESSED_XOFFSET,
+ GFX_ARG_PRESSED_YOFFSET,
+
+ NUM_GFX_ARGS
+};
+
+// values for sound configuration suffixes
+enum
+{
+ SND_ARG_MODE_LOOP = 0,
+ SND_ARG_VOLUME,
+ SND_ARG_PRIORITY,
+
+ NUM_SND_ARGS
+};
+
+// values for music configuration suffixes
+enum
+{
+ MUS_ARG_MODE_LOOP = 0,
+
+ NUM_MUS_ARGS
+};
+
+// values for font configuration (definitions must match those from main.c)
+enum
+{
+ FONT_INITIAL_1 = MAIN_FONT_INITIAL_1,
+ FONT_INITIAL_2 = MAIN_FONT_INITIAL_2,
+ FONT_INITIAL_3 = MAIN_FONT_INITIAL_3,
+ FONT_INITIAL_4 = MAIN_FONT_INITIAL_4,
+ FONT_TITLE_1,
+ FONT_TITLE_2,
+ FONT_MENU_1_ACTIVE,
+ FONT_MENU_2_ACTIVE,
+ FONT_MENU_1,
+ FONT_MENU_2,
+ FONT_TEXT_1_ACTIVE,
+ FONT_TEXT_2_ACTIVE,
+ FONT_TEXT_3_ACTIVE,
+ FONT_TEXT_4_ACTIVE,
+ FONT_TEXT_1,
+ FONT_TEXT_2,
+ FONT_TEXT_3,
+ FONT_TEXT_4,
+ FONT_ENVELOPE_1,
+ FONT_ENVELOPE_2,
+ FONT_ENVELOPE_3,
+ FONT_ENVELOPE_4,
+ FONT_REQUEST,
+ FONT_INPUT_1_ACTIVE,
+ FONT_INPUT_2_ACTIVE,
+ FONT_INPUT_1,
+ FONT_INPUT_2,
+ FONT_OPTION_OFF_NARROW,
+ FONT_OPTION_OFF,
+ FONT_OPTION_ON_NARROW,
+ FONT_OPTION_ON,
+ FONT_VALUE_1,
+ FONT_VALUE_2,
+ FONT_VALUE_OLD_NARROW,
+ FONT_VALUE_OLD,
+ FONT_VALUE_NARROW,
+ FONT_LEVEL_NUMBER_ACTIVE,
+ FONT_LEVEL_NUMBER,
+ FONT_TAPE_RECORDER,
+ FONT_GAME_INFO,
+ FONT_INFO_ELEMENTS,
+ FONT_INFO_LEVELSET,
+ FONT_MAIN_NETWORK_PLAYERS,
+
+ NUM_FONTS
+};
+
+#define NUM_INITIAL_FONTS 4
+
+// values for toon animation configuration
+#define MAX_NUM_TOONS 20
+
+// values for global animation configuration (must match those from main.c)
+#define NUM_GLOBAL_ANIMS MAX_GLOBAL_ANIMS
+#define NUM_GLOBAL_ANIM_PARTS MAX_GLOBAL_ANIM_PARTS
+#define NUM_GLOBAL_ANIM_PARTS_ALL (NUM_GLOBAL_ANIM_PARTS + 1)
+#define NUM_GLOBAL_ANIM_TOKENS (2 * NUM_GLOBAL_ANIMS)
+
+#define GLOBAL_ANIM_ID_GRAPHIC_FIRST 0
+#define GLOBAL_ANIM_ID_GRAPHIC_LAST (NUM_GLOBAL_ANIMS - 1)
+#define GLOBAL_ANIM_ID_CONTROL_FIRST (NUM_GLOBAL_ANIMS)
+#define GLOBAL_ANIM_ID_CONTROL_LAST (2 * NUM_GLOBAL_ANIMS - 1)
+
+#define GLOBAL_ANIM_ID_PART_FIRST 0
+#define GLOBAL_ANIM_ID_PART_LAST (NUM_GLOBAL_ANIM_PARTS - 1)
+#define GLOBAL_ANIM_ID_PART_BASE (NUM_GLOBAL_ANIM_PARTS)
+
+// values for global border graphics
+#define IMG_GLOBAL_BORDER_FIRST IMG_GLOBAL_BORDER
+#define IMG_GLOBAL_BORDER_LAST IMG_GLOBAL_BORDER_PLAYING
+
+// values for game_status (must match special image configuration suffixes)
+#define GAME_MODE_DEFAULT GFX_SPECIAL_ARG_DEFAULT
+#define GAME_MODE_LOADING GFX_SPECIAL_ARG_LOADING
+#define GAME_MODE_TITLE_INITIAL GFX_SPECIAL_ARG_TITLE_INITIAL
+#define GAME_MODE_TITLE_INITIAL_1 GFX_SPECIAL_ARG_TITLE_INITIAL_1
+#define GAME_MODE_TITLE_INITIAL_2 GFX_SPECIAL_ARG_TITLE_INITIAL_2
+#define GAME_MODE_TITLE_INITIAL_3 GFX_SPECIAL_ARG_TITLE_INITIAL_3
+#define GAME_MODE_TITLE_INITIAL_4 GFX_SPECIAL_ARG_TITLE_INITIAL_4
+#define GAME_MODE_TITLE_INITIAL_5 GFX_SPECIAL_ARG_TITLE_INITIAL_5
+#define GAME_MODE_TITLE GFX_SPECIAL_ARG_TITLE
+#define GAME_MODE_TITLE_1 GFX_SPECIAL_ARG_TITLE_1
+#define GAME_MODE_TITLE_2 GFX_SPECIAL_ARG_TITLE_2
+#define GAME_MODE_TITLE_3 GFX_SPECIAL_ARG_TITLE_3
+#define GAME_MODE_TITLE_4 GFX_SPECIAL_ARG_TITLE_4
+#define GAME_MODE_TITLE_5 GFX_SPECIAL_ARG_TITLE_5
+#define GAME_MODE_MAIN GFX_SPECIAL_ARG_MAIN
+#define GAME_MODE_LEVELS GFX_SPECIAL_ARG_LEVELS
+#define GAME_MODE_LEVELNR GFX_SPECIAL_ARG_LEVELNR
+#define GAME_MODE_SCORES GFX_SPECIAL_ARG_SCORES
+#define GAME_MODE_EDITOR GFX_SPECIAL_ARG_EDITOR
+#define GAME_MODE_INFO GFX_SPECIAL_ARG_INFO
+#define GAME_MODE_SETUP GFX_SPECIAL_ARG_SETUP
+#define GAME_MODE_PLAYING GFX_SPECIAL_ARG_PLAYING
+#define GAME_MODE_PSEUDO_DOOR GFX_SPECIAL_ARG_DOOR
+#define GAME_MODE_PSEUDO_TAPE GFX_SPECIAL_ARG_TAPE
+#define GAME_MODE_PSEUDO_PANEL GFX_SPECIAL_ARG_PANEL
+#define GAME_MODE_PSEUDO_PREVIEW GFX_SPECIAL_ARG_PREVIEW
+#define GAME_MODE_PSEUDO_CRUMBLED GFX_SPECIAL_ARG_CRUMBLED
+#define GAME_MODE_PSEUDO_MAINONLY GFX_SPECIAL_ARG_MAINONLY
+#define GAME_MODE_PSEUDO_TYPENAME GFX_SPECIAL_ARG_TYPENAME
+#define GAME_MODE_PSEUDO_SUBMENU GFX_SPECIAL_ARG_SUBMENU
+#define GAME_MODE_PSEUDO_MENU GFX_SPECIAL_ARG_MENU
+#define GAME_MODE_PSEUDO_TOONS GFX_SPECIAL_ARG_TOONS
+#define GAME_MODE_PSEUDO_SCORESOLD GFX_SPECIAL_ARG_SCORESOLD
+#define GAME_MODE_PSEUDO_SCORESNEW GFX_SPECIAL_ARG_SCORESNEW
+#define GAME_MODE_PSEUDO_NO_TITLE GFX_SPECIAL_ARG_NO_TITLE
+#define GAME_MODE_PSEUDO_FADING GFX_SPECIAL_ARG_FADING
+#define GAME_MODE_QUIT GFX_SPECIAL_ARG_QUIT
+
+#define NUM_GAME_MODES NUM_SPECIAL_GFX_ARGS
+
+// special definitions currently only used for custom artwork configuration
+#define MUSIC_PREFIX_BACKGROUND 0
+#define NUM_MUSIC_PREFIXES 1
+
+// definitions for demo animation lists
+#define HELPANIM_LIST_NEXT -1
+#define HELPANIM_LIST_END -999
+
+
+// program information and versioning definitions
+#define PROGRAM_VERSION_SUPER 4
+#define PROGRAM_VERSION_MAJOR 1
+#define PROGRAM_VERSION_MINOR 1
+#define PROGRAM_VERSION_PATCH 1
+#define PROGRAM_VERSION_EXTRA ""
+
+#define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
+#define PROGRAM_AUTHOR_STRING "Holger Schemel"
+#define PROGRAM_EMAIL_STRING "info@artsoft.org"
+#define PROGRAM_WEBSITE_STRING "http://www.artsoft.org/"
+#define PROGRAM_COPYRIGHT_STRING "Copyright \xa9""1995-2018 by Holger Schemel"
+#define PROGRAM_COMPANY_STRING "A Game by Artsoft Entertainment"
+
+#define PROGRAM_ICON_FILENAME "RocksIcon32x32.png"
+
+#define COOKIE_PREFIX "ROCKSNDIAMONDS"
+
+#define USERDATA_DIRECTORY_OTHER "userdata"
+
+/* 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_SUPER, \
+ PROGRAM_VERSION_MAJOR, \
+ PROGRAM_VERSION_MINOR, \
+ PROGRAM_VERSION_PATCH)
+
+// 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 LEVEL_FILE_TYPE_MM 8
+
+#define NUM_LEVEL_FILE_TYPES 9
+
+// 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 GAME_ENGINE_TYPE_SP LEVEL_FILE_TYPE_SP
+#define GAME_ENGINE_TYPE_MM LEVEL_FILE_TYPE_MM
+
+#define NUM_ENGINE_TYPES 4
+
+// values for automatically playing tapes
+#define AUTOPLAY_NONE 0
+#define AUTOPLAY_PLAY (1 << 0)
+#define AUTOPLAY_FFWD (1 << 1)
+#define AUTOPLAY_WARP (1 << 2)
+#define AUTOPLAY_TEST (1 << 3)
+#define AUTOPLAY_WARP_NO_DISPLAY AUTOPLAY_TEST
+
+#define AUTOPLAY_MODE_NONE 0
+#define AUTOPLAY_MODE_PLAY (AUTOPLAY_MODE_NONE | AUTOPLAY_PLAY)
+#define AUTOPLAY_MODE_FFWD (AUTOPLAY_MODE_PLAY | AUTOPLAY_FFWD)
+#define AUTOPLAY_MODE_WARP (AUTOPLAY_MODE_FFWD | AUTOPLAY_WARP)
+#define AUTOPLAY_MODE_TEST (AUTOPLAY_MODE_WARP | AUTOPLAY_TEST)
+#define AUTOPLAY_MODE_WARP_NO_DISPLAY AUTOPLAY_MODE_TEST
+
+
+struct BorderInfo
+{
+ boolean draw_masked[NUM_SPECIAL_GFX_ARGS];
+ boolean draw_masked_when_fading;
+};
+
+struct RequestButtonInfo
+{
+ struct TextPosInfo yes;
+ struct TextPosInfo no;
+ struct TextPosInfo confirm;
+ struct TextPosInfo player_1;
+ struct TextPosInfo player_2;
+ struct TextPosInfo player_3;
+ struct TextPosInfo player_4;
+};
+
+struct MenuMainButtonInfo
+{
+ struct MenuPosInfo name;
+ struct MenuPosInfo levels;
+ struct MenuPosInfo scores;
+ struct MenuPosInfo editor;
+ struct MenuPosInfo info;
+ struct MenuPosInfo game;
+ struct MenuPosInfo setup;
+ struct MenuPosInfo quit;
+
+ struct MenuPosInfo prev_level;
+ struct MenuPosInfo next_level;
+
+ struct MenuPosInfo first_level;
+ struct MenuPosInfo last_level;
+ struct MenuPosInfo level_number;
+
+ struct MenuPosInfo insert_solution;
+ struct MenuPosInfo play_solution;
+};
+
+struct MenuMainTextInfo
+{
+ struct TextPosInfo name;
+ struct TextPosInfo levels;
+ struct TextPosInfo scores;
+ struct TextPosInfo editor;
+ struct TextPosInfo info;
+ struct TextPosInfo game;
+ struct TextPosInfo setup;
+ struct TextPosInfo quit;
+
+ struct TextPosInfo first_level;
+ struct TextPosInfo last_level;
+ struct TextPosInfo level_number;
+ struct TextPosInfo level_info_1;
+ struct TextPosInfo level_info_2;
+ struct TextPosInfo level_name;
+ struct TextPosInfo level_author;
+ struct TextPosInfo level_year;
+ struct TextPosInfo level_imported_from;
+ struct TextPosInfo level_imported_by;
+ struct TextPosInfo level_tested_by;
+ struct TextPosInfo title_1;
+ struct TextPosInfo title_2;
+ struct TextPosInfo title_3;
+};
+
+struct MenuMainInputInfo
+{
+ struct TextPosInfo name;
+};
+
+struct MenuMainInfo
+{
+ struct MenuMainButtonInfo button;
+ struct MenuMainTextInfo text;
+ struct MenuMainInputInfo input;
+
+ struct TextPosInfo preview_players;
+ struct TextPosInfo network_players;
+};
+
+struct TitleFadingInfo
+{
+ int fade_mode;
+ int fade_delay;
+ int post_delay;
+ int auto_delay;
+};
+
+struct TitleMessageInfo
+{
+ int x, y;
+ int width, height;
+ int chars, lines;
+ int align, valign;
+ int font;
+ boolean autowrap;
+ boolean centered;
+ boolean parse_comments;
+ int sort_priority;
+
+ int fade_mode;
+ int fade_delay;
+ int post_delay;
+ int auto_delay;
+};
+
+struct InitInfo
+{
+ struct MenuPosInfo busy;
+};
+
+struct MenuInfo
+{
+ int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
+ int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
+ int draw_xoffset_info[NUM_SPECIAL_GFX_INFO_ARGS];
+ int draw_yoffset_info[NUM_SPECIAL_GFX_INFO_ARGS];
+ int draw_xoffset_setup[NUM_SPECIAL_GFX_SETUP_ARGS];
+ int draw_yoffset_setup[NUM_SPECIAL_GFX_SETUP_ARGS];
+
+ int scrollbar_xoffset;
+
+ int list_size[NUM_SPECIAL_GFX_ARGS];
+ int list_size_info[NUM_SPECIAL_GFX_INFO_ARGS];
+
+ int left_spacing[NUM_SPECIAL_GFX_ARGS];
+ int left_spacing_info[NUM_SPECIAL_GFX_INFO_ARGS];
+ int left_spacing_setup[NUM_SPECIAL_GFX_SETUP_ARGS];
+ int right_spacing[NUM_SPECIAL_GFX_ARGS];
+ int right_spacing_info[NUM_SPECIAL_GFX_INFO_ARGS];
+ int right_spacing_setup[NUM_SPECIAL_GFX_SETUP_ARGS];
+ int top_spacing[NUM_SPECIAL_GFX_ARGS];
+ int top_spacing_info[NUM_SPECIAL_GFX_INFO_ARGS];
+ int top_spacing_setup[NUM_SPECIAL_GFX_SETUP_ARGS];
+ int bottom_spacing[NUM_SPECIAL_GFX_ARGS];
+ int bottom_spacing_info[NUM_SPECIAL_GFX_INFO_ARGS];
+ int bottom_spacing_setup[NUM_SPECIAL_GFX_SETUP_ARGS];
+
+ int paragraph_spacing[NUM_SPECIAL_GFX_ARGS];
+ int paragraph_spacing_info[NUM_SPECIAL_GFX_INFO_ARGS];
+ int paragraph_spacing_setup[NUM_SPECIAL_GFX_SETUP_ARGS];
+ int headline1_spacing[NUM_SPECIAL_GFX_ARGS];
+ int headline1_spacing_info[NUM_SPECIAL_GFX_INFO_ARGS];
+ int headline1_spacing_setup[NUM_SPECIAL_GFX_SETUP_ARGS];
+ int headline2_spacing[NUM_SPECIAL_GFX_ARGS];
+ int headline2_spacing_info[NUM_SPECIAL_GFX_INFO_ARGS];
+ int headline2_spacing_setup[NUM_SPECIAL_GFX_SETUP_ARGS];
+ int line_spacing[NUM_SPECIAL_GFX_ARGS];
+ int line_spacing_info[NUM_SPECIAL_GFX_INFO_ARGS];
+ int line_spacing_setup[NUM_SPECIAL_GFX_SETUP_ARGS];
+ int extra_spacing[NUM_SPECIAL_GFX_ARGS];
+ int extra_spacing_info[NUM_SPECIAL_GFX_INFO_ARGS];
+ int extra_spacing_setup[NUM_SPECIAL_GFX_SETUP_ARGS];
+
+ struct TitleFadingInfo enter_menu;
+ struct TitleFadingInfo leave_menu;
+ struct TitleFadingInfo enter_screen[NUM_SPECIAL_GFX_ARGS];
+ struct TitleFadingInfo leave_screen[NUM_SPECIAL_GFX_ARGS];
+ struct TitleFadingInfo next_screen[NUM_SPECIAL_GFX_ARGS];
+
+ int sound[NUM_SPECIAL_GFX_ARGS];
+ int music[NUM_SPECIAL_GFX_ARGS];
+
+ struct MenuMainInfo main;
+};
+
+struct DoorInfo
+{
+ struct DoorPartPosInfo part_1;
+ struct DoorPartPosInfo part_2;
+ struct DoorPartPosInfo part_3;
+ struct DoorPartPosInfo part_4;
+ struct DoorPartPosInfo part_5;
+ struct DoorPartPosInfo part_6;
+ struct DoorPartPosInfo part_7;
+ struct DoorPartPosInfo part_8;
+
+ struct DoorPartPosInfo panel;
+
+ int width;
+ int height;
+ int step_offset;
+ int step_delay;
+ int post_delay;
+ int anim_mode;
+};
+
+struct RequestInfo
+{
+ struct RequestButtonInfo button;
+ int x, y;
+ int width, height;
+ int border_size;
+ int line_spacing;
+ int step_offset;
+ int step_delay;
+ int anim_mode;
+ int align;
+ int valign;
+ boolean autowrap;
+ boolean centered;
+ boolean wrap_single_words;
+};
+
+struct PreviewInfo
+{
+ int x, y;
+ int align, valign;
+ int xsize, ysize;
+ int xoffset, yoffset;
+ int tile_size;
+ int step_offset;
+ int step_delay;
+ int anim_mode;
+};
+
+struct EditorTabsInfo
+{
+ int x;
+ int y;
+ int yoffset2;
+ int width;
+ int height;
+ int draw_xoffset;
+ int draw_yoffset;
+};
+
+struct EditorSettingsInfo
+{
+ struct MenuPosInfo headline;
+
+ struct XY element_graphic;
+ struct XY element_name;
+
+ struct EditorTabsInfo tabs;
-/* 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 */
+ struct XY tooltip;
+};
+
+struct EditorGadgetInfo
+{
+ int normal_spacing;
+ int small_spacing;
+ int tiny_spacing;
+ int line_spacing;
+ int text_spacing;
+ int tab_spacing;
+
+ struct Rect separator_line;
+};
+
+struct EditorButtonInfo
+{
+ struct XYTileSize prev_level;
+ struct XYTileSize next_level;
+
+ struct XYTileSize properties;
+ struct XYTileSize element_left;
+ struct XYTileSize element_middle;
+ struct XYTileSize element_right;
+ struct XYTileSize palette;
+
+ struct XYTileSize draw_single;
+ struct XYTileSize draw_connected;
+ struct XYTileSize draw_line;
+ struct XYTileSize draw_arc;
+ struct XYTileSize draw_rectangle;
+ struct XYTileSize draw_filled_box;
+ struct XYTileSize rotate_up;
+ struct XYTileSize draw_text;
+ struct XYTileSize flood_fill;
+ struct XYTileSize rotate_left;
+ struct XYTileSize zoom_level;
+ struct XYTileSize rotate_right;
+ struct XYTileSize draw_random;
+ struct XYTileSize grab_brush;
+ struct XYTileSize rotate_down;
+ struct XYTileSize pick_element;
+
+ struct XYTileSize ce_copy_from;
+ struct XYTileSize ce_copy_to;
+ struct XYTileSize ce_swap;
+ struct XYTileSize ce_copy;
+ struct XYTileSize ce_paste;
+
+ struct XYTileSize undo;
+ struct XYTileSize conf;
+ struct XYTileSize save;
+ struct XYTileSize clear;
+ struct XYTileSize test;
+ struct XYTileSize exit;
+};
+
+struct EditorInputInfo
+{
+ struct XY level_number;
+};
+
+struct EditorPaletteInfo
+{
+ int x, y;
+ int cols, rows;
+ int tile_size;
+ boolean show_as_separate_screen;
+ boolean show_on_element_buttons;
+
+ struct XYTileSize element_left;
+ struct XYTileSize element_middle;
+ struct XYTileSize element_right;
+};
+
+struct EditorDrawingAreaInfo
+{
+ int tile_size;
+};
+
+struct EditorInfo
+{
+ struct EditorSettingsInfo settings;
+ struct EditorGadgetInfo gadget;
+ struct EditorButtonInfo button;
+ struct EditorInputInfo input;
+ struct EditorPaletteInfo palette;
+ struct EditorDrawingAreaInfo drawingarea;
+};
+
+struct ViewportInfo
+{
+ struct RectWithBorder window[NUM_SPECIAL_GFX_ARGS];
+ struct RectWithBorder playfield[NUM_SPECIAL_GFX_ARGS];
+ struct RectWithBorder door_1[NUM_SPECIAL_GFX_ARGS];
+ struct RectWithBorder door_2[NUM_SPECIAL_GFX_ARGS];
+};
struct HiScore
{
int Score;
};
-struct PlayerInfo
+struct Content
{
- boolean present; /* player present in level playfield */
- boolean connected; /* player connected (locally or via network) */
- boolean active; /* player (present && connected) */
-
- int index_nr, client_nr, element_nr;
-
- byte action; /* action from local input device */
- byte effective_action; /* action acknowledged from network server
- or summarized over all configured input
- devices when in single player mode */
- byte programmed_action; /* action forced by game itself (like moving
- through doors); overrides other actions */
-
- int jx,jy, last_jx,last_jy;
- int MovDir, MovPos, GfxPos;
- int Frame;
-
- boolean Pushing;
- boolean Switching;
- boolean LevelSolved, GameOver;
- boolean snapped;
-
- int last_move_dir;
- int is_moving;
-
- unsigned long move_delay;
- int move_delay_value;
-
- unsigned long push_delay;
- unsigned long push_delay_value;
-
- int frame_reset_delay;
-
- unsigned long actual_frame_counter;
-
- int score;
- int gems_still_needed;
- int sokobanfields_still_needed;
- int lights_still_needed;
- int friends_still_needed;
- int key[4];
- int dynamite;
- int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
- int shield_passive_time_left;
- int shield_active_time_left;
+ int e[3][3];
+};
+
+struct EnvelopeInfo
+{
+ int xsize;
+ int ysize;
+
+ boolean autowrap;
+ boolean centered;
+
+ char text[MAX_ENVELOPE_TEXT_LEN + 1];
+};
+
+struct LevelFileInfo
+{
+ int nr;
+ int type;
+ boolean packed;
+ char *basename;
+ char *filename;
+};
+
+struct DateInfo
+{
+ int year;
+ int month;
+ int day;
+
+ enum
+ {
+ DATE_SRC_CLOCK,
+ DATE_SRC_LEVELFILE
+ } src;
};
struct LevelInfo
{
- int file_version; /* file format version the level is stored with */
- int game_version; /* game release version the level was created with */
+ 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;
+ struct LevelInfo_SP *native_sp_level;
+ struct LevelInfo_MM *native_mm_level;
- 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 file_version; // file format version the level is stored with
+ int game_version; // game release version the level was created with
- int fieldx;
- int fieldy;
- int time;
+ 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;
+ boolean auto_count_gems;
+
char name[MAX_LEVEL_NAME_LEN + 1];
char author[MAX_LEVEL_AUTHOR_LEN + 1];
+
+ int random_seed;
+
+ struct EnvelopeInfo envelope[NUM_ENVELOPES];
+
int score[LEVEL_SCORE_ELEMENTS];
- int yam_content[MAX_ELEMENT_CONTENTS][3][3];
- int num_yam_contents;
+
+ 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;
- boolean double_speed;
- boolean gravity;
- boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
-};
-struct TapeInfo
-{
- int file_version; /* file format version the tape is stored with */
- int game_version; /* game release version the tape was created with */
- int engine_version; /* game engine version the tape was recorded with */
-
- int level_nr;
- unsigned long random_seed;
- unsigned long date;
- unsigned long counter;
- unsigned long length;
- unsigned long length_seconds;
- unsigned int delay_played;
- boolean pause_before_death;
- boolean recording, playing, pausing;
- boolean fast_forward;
- boolean index_search;
- boolean quick_resume;
- boolean single_step;
- boolean changed;
- boolean player_participates[MAX_PLAYERS];
- int num_participating_players;
-
- struct
- {
- byte action[MAX_PLAYERS];
- byte delay;
- } pos[MAX_TAPELEN];
+ 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 use_initial_inventory[MAX_PLAYERS];
+ int initial_inventory_size[MAX_PLAYERS];
+ int initial_inventory_content[MAX_PLAYERS][MAX_INITIAL_INVENTORY_SIZE];
+
+ boolean em_slippery_gems; // EM style "gems slip from wall" behaviour
+ boolean em_explodes_by_fire; // EM style chain explosion behaviour
+ boolean use_spring_bug; // for compatibility with old levels
+ boolean use_time_orb_bug; // for compatibility with old levels
+ boolean use_life_bugs; // for compatibility with old levels
+ boolean instant_relocation; // no visual delay when relocating player
+ boolean shifted_relocation; // no level centering when relocating player
+ boolean lazy_relocation; // only redraw off-screen player relocation
+ boolean can_pass_to_walkable; // player can pass to empty or walkable tile
+ boolean grow_into_diggable; // amoeba can grow into anything diggable
+ boolean sb_fields_needed; // all Sokoban fields must be solved
+ boolean sb_objects_needed; // all Sokoban objects must be solved
+ boolean auto_exit_sokoban; // automatically finish solved Sokoban levels
+ boolean solved_by_one_player; // level is solved if one player enters exit
+
+ 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
+
+ // values for MM/DF elements
+ boolean mm_laser_red, mm_laser_green, mm_laser_blue;
+ boolean df_laser_red, df_laser_green, df_laser_blue;
+ int mm_time_fuse;
+ int mm_time_bomb;
+ int mm_time_ball;
+ int mm_time_block;
+
+ // ('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 file_has_custom_elements; // set when level file contains CEs
+
+ boolean no_valid_file; // set when level file missing or invalid
+ boolean no_level_file; // set when falling back to level template
+
+ boolean changed; // set when level was changed in the editor
+
+ // runtime flags to handle bugs in old levels (not stored in level file)
+ boolean use_action_after_change_bug;
};
-struct GameInfo
+struct NetworkLevelInfo
{
- /* constant within running game */
- int engine_version;
- int emulation;
- int initial_move_delay;
- int initial_move_delay_value;
-
- /* variable within running game */
- int yam_content_nr;
- boolean magic_wall_active;
- int magic_wall_time_left;
- int light_time_left;
- int timegate_time_left;
- int belt_dir[4];
- int belt_dir_nr[4];
- int switchgate_pos;
- int balloon_dir;
- boolean explosions_delayed;
+ char *leveldir_identifier; // network levelset identifier
+
+ struct LevelFileInfo file_info; // file info for level file
+ struct LevelFileInfo tmpl_info; // file info for level template
+
+ boolean use_network_level_files; // use levels from network server
+ boolean use_custom_template; // use CEs from level template
};
struct GlobalInfo
{
+ char *autoplay_leveldir;
+ int autoplay_level[MAX_TAPES_PER_SET];
+ boolean autoplay_all;
+ boolean autoplay_mode;
+
+ char *convert_leveldir;
+ int convert_level_nr;
+
+ char *create_images_dir;
+
+ int num_toons;
+
float frames_per_second;
- boolean fps_slowdown;
- int fps_slowdown_factor;
+ boolean show_frames_per_second;
+
+ // global values for fading screens and masking borders
+ int border_status;
+
+ // values for global animations
+ int anim_status;
+ int anim_status_next;
+
+ boolean use_envelope_request;
+};
+
+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 initial_trigger_element; // initial 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
+ int action_element; // element related to action
+
+ // ---------- internal values used at runtime when playing ----------
+
+ int trigger_element; // element triggering 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);
+
+ 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_player_bits; // player bits of triggering players
+ 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
{
- char *sound_class_name; /* classification for custom sound effects */
- char *editor_description; /* short description for level editor */
+ // ---------- 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 int properties[NUM_EP_BITFIELDS]; // element base properties
+
+ boolean use_gfx_element; // use custom graphic element
+ int gfx_element_initial; // initial 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 gfx_element; // runtime optional custom graphic element
+
+ int collect_score; // runtime score value for collecting
+
+ // count of this element on playfield, calculated after each frame
+ int element_count;
+
+ // ---------- 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
- int graphic[NUM_GFX_ACTIONS_MAPPED];
+ 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
- /* special graphics for left/right/up/down */
- int direction_graphic[NUM_GFX_ACTIONS_MAPPED][4];
- boolean has_direction_graphic[NUM_GFX_ACTIONS_MAPPED];
+ boolean modified_settings; // set for all modified custom elements
};
-struct GraphicInfo
+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 GlobalAnimNameInfo
{
- Bitmap *bitmap;
- int src_x, src_y;
+ char *token_name; // global animation token in config files
};
-struct NewGraphicInfo
+struct GlobalAnimInfo
+{
+ char *token_name; // global animation token in config files
+
+ // global animation graphic and control definitions
+ int graphic[NUM_GLOBAL_ANIM_PARTS_ALL][NUM_SPECIAL_GFX_ARGS];
+
+ // global animation sound and music definitions
+ int sound[NUM_GLOBAL_ANIM_PARTS_ALL][NUM_SPECIAL_GFX_ARGS];
+ int music[NUM_GLOBAL_ANIM_PARTS_ALL][NUM_SPECIAL_GFX_ARGS];
+};
+
+struct GraphicInfo
{
- Bitmap *bitmap;
- int src_x, src_y;
+ Bitmap **bitmaps; // bitmaps in all required sizes
+ Bitmap *bitmap; // bitmap in default size
+
+ 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_delay;
+ 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;
- boolean anim_vertical;
+
+ 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 tile_size; // optional explicitly defined tile size
+
+ int clone_from; // graphic for cloning *all* settings
+
+ int init_delay_fixed; // optional initial delay values for global
+ int init_delay_random; // animations (pause interval before start)
+ int anim_delay_fixed; // optional delay values for bored/sleeping
+ int anim_delay_random; // and global animations (animation length)
+ int post_delay_fixed; // optional delay values after bored/global
+ int post_delay_random; // animations (pause before next animation)
+
+ int init_event; // optional event triggering animation start
+ int init_event_action; // optional action called on animation start
+ int anim_event; // optional event triggering animation end
+ int anim_event_action; // optional action called on animation end
+
+ int step_offset; // optional step offset of toon animations
+ int step_xoffset; // optional step offset of toon animations
+ int step_yoffset; // optional step offset of toon animations
+ int step_delay; // optional step delay of toon animations
+ int direction; // optional move direction of toon animations
+ int position; // optional draw position of toon animations
+ int x; // optional draw position of toon animations
+ int y; // optional draw position 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
+ int draw_order; // optional draw order for global animations
+
+ int fade_mode; // optional setting for drawing title screens
+ int fade_delay; // optional setting for drawing title screens
+ int post_delay; // optional setting for drawing title screens
+ int auto_delay; // optional setting for drawing title screens
+ int align, valign; // optional setting for drawing title screens
+ int sort_priority; // optional setting for drawing title screens
+
+ int class;
+ int style;
+
+ int active_xoffset;
+ int active_yoffset;
+ int pressed_xoffset;
+ int pressed_yoffset;
+
+ boolean use_image_size; // use image size as default width and height
};
-extern GC tile_clip_gc;
-extern Bitmap *pix[];
-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;
-
-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 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 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 Frame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern boolean Stop[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], AmoebaCnt2[MAX_NUM_AMOEBA];
-extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern unsigned long Elementeigenschaften1[MAX_ELEMENTS];
-extern unsigned long Elementeigenschaften2[MAX_ELEMENTS];
-
-extern int lev_fieldx,lev_fieldy, scroll_x,scroll_y;
-
-extern int FX,FY, ScrollStepSize;
-extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
-extern int BorderElement;
-extern int GameFrameDelay;
-extern int FfwdFrameDelay;
-extern int BX1,BY1, BX2,BY2;
-extern int SBX_Left, SBX_Right;
-extern int SBY_Upper, SBY_Lower;
-extern int ZX,ZY, ExitX,ExitY;
-extern int AllPlayersGone;
-
-extern int TimeFrames, TimePlayed, TimeLeft;
-extern boolean SiebAktiv;
-extern int SiebCount;
-
-extern boolean network_player_action_received;
-
-extern struct LevelInfo level;
-extern struct PlayerInfo stored_player[], *local_player;
-extern struct HiScore highscore[];
-extern struct TapeInfo tape;
-extern struct GameInfo game;
-extern struct GlobalInfo global;
-extern struct ElementInfo element_info[];
-extern struct GraphicInfo graphic_info[];
-extern struct NewGraphicInfo new_graphic_info[];
-extern struct ConfigInfo image_config[], sound_config[];
-extern struct ConfigInfo image_config_suffix[], sound_config_suffix[];
-extern struct FileInfo *image_files, *sound_files;
-
-/* 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 TILEX 32
-#define TILEY 32
-#define MINI_TILEX (TILEX / 2)
-#define MINI_TILEY (TILEY / 2)
-#define MICRO_TILEX (TILEX / 8)
-#define MICRO_TILEY (TILEY / 8)
-#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 (VXSIZE + 44)
-#define FULL_SXSIZE (2 + SXSIZE + 2)
-#define FULL_SYSIZE (2 + SYSIZE + 2)
-#define MICROLEV_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
-#define MICROLEV_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
-#define MICROLEV_XPOS (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
-#define MICROLEV_YPOS (SX + 12 * TILEY - MICRO_TILEY)
-#define MICROLABEL_YPOS (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
-
-#define MINI_GFX_STARTX 0
-#define MINI_GFX_STARTY 448
-#define MICRO_GFX_STARTX 384
-#define MICRO_GFX_STARTY 448
-#define GFX_PER_LINE 16
-#define MINI_GFX_PER_LINE 16
-#define MICRO_GFX_PER_LINE 16
-
-#define MINI_FONT_STARTX 0
-#define MINI_FONT_STARTY 128
-#define MICRO_FONT_STARTX 408
-#define MICRO_FONT_STARTY 128
-
-#define HEROES_PER_LINE 16
-
-#define MINI_SP_STARTX 0
-#define MINI_SP_STARTY 512
-#define MICRO_SP_STARTX 384
-#define MICRO_SP_STARTY 512
-#define SP_PER_LINE 16
-#define MINI_SP_PER_LINE 16
-#define MICRO_SP_PER_LINE 16
-
-#define MINI_DC_STARTX 0
-#define MINI_DC_STARTY 512
-#define MICRO_DC_STARTX 384
-#define MICRO_DC_STARTY 512
-#define DC_PER_LINE 16
-#define MINI_DC_PER_LINE 16
-#define MICRO_DC_PER_LINE 16
-
-#define MINI_MORE_STARTX 0
-#define MINI_MORE_STARTY 256
-#define MICRO_MORE_STARTX 384
-#define MICRO_MORE_STARTY 256
-#define MORE_PER_LINE 16
-#define MINI_MORE_PER_LINE 16
-#define MICRO_MORE_PER_LINE 16
-
-/* game elements:
-** 0 - 499: real elements, stored in level file
-** 500 - 699: flag elements, only used at runtime
-*/
-/* "real" level elements */
-#define EL_LEERRAUM 0
-#define EL_ERDREICH 1
-#define EL_MAUERWERK 2
-#define EL_FELSBODEN 3
-#define EL_FELSBROCKEN 4
-#define EL_SCHLUESSEL 5
-#define EL_EDELSTEIN 6
-#define EL_AUSGANG_ZU 7
-#define EL_SPIELFIGUR 8
-#define EL_KAEFER 9
-#define EL_FLIEGER 10
-#define EL_MAMPFER 11
-#define EL_ROBOT 12
-#define EL_BETON 13
-#define EL_DIAMANT 14
-#define EL_AMOEBE_TOT 15
-#define EL_MORAST_LEER 16
-#define EL_MORAST_VOLL 17
-#define EL_TROPFEN 18
-#define EL_BOMBE 19
-#define EL_MAGIC_WALL_OFF 20
-#define EL_SPEED_PILL 21
-#define EL_SALZSAEURE 22
-#define EL_AMOEBE_NASS 23
-#define EL_AMOEBE_NORM 24
-#define EL_KOKOSNUSS 25
-#define EL_LIFE 26
-#define EL_LIFE_ASYNC 27
-#define EL_DYNAMITE_ACTIVE 28
-#define EL_BADEWANNE 29
-#define EL_ABLENK_AUS 30
-#define EL_ABLENK_EIN 31
-#define EL_SCHLUESSEL1 32
-#define EL_SCHLUESSEL2 33
-#define EL_SCHLUESSEL3 34
-#define EL_SCHLUESSEL4 35
-#define EL_PFORTE1 36
-#define EL_PFORTE2 37
-#define EL_PFORTE3 38
-#define EL_PFORTE4 39
-#define EL_PFORTE1X 40
-#define EL_PFORTE2X 41
-#define EL_PFORTE3X 42
-#define EL_PFORTE4X 43
-#define EL_DYNAMITE_INACTIVE 44
-#define EL_PACMAN 45
-#define EL_UNSICHTBAR 46
-#define EL_BIRNE_AUS 47
-#define EL_BIRNE_EIN 48
-#define EL_ERZ_EDEL 49
-#define EL_ERZ_DIAM 50
-#define EL_AMOEBE_VOLL 51
-#define EL_AMOEBE_BD 52
-#define EL_ZEIT_VOLL 53
-#define EL_ZEIT_LEER 54
-#define EL_MAUER_LEBT 55
-#define EL_EDELSTEIN_BD 56
-#define EL_EDELSTEIN_GELB 57
-#define EL_ERZ_EDEL_BD 58
-#define EL_ERZ_EDEL_GELB 59
-#define EL_MAMPFER2 60
-#define EL_MAGIC_WALL_BD_OFF 61
-#define EL_INVISIBLE_STEEL 62
-
-#define EL_UNUSED_63 63
-
-#define EL_DYNABOMB_NR 64
-#define EL_DYNABOMB_SZ 65
-#define EL_DYNABOMB_XL 66
-#define EL_SOKOBAN_OBJEKT 67
-#define EL_SOKOBAN_FELD_LEER 68
-#define EL_SOKOBAN_FELD_VOLL 69
-#define EL_BUTTERFLY_RIGHT 70
-#define EL_BUTTERFLY_UP 71
-#define EL_BUTTERFLY_LEFT 72
-#define EL_BUTTERFLY_DOWN 73
-#define EL_FIREFLY_RIGHT 74
-#define EL_FIREFLY_UP 75
-#define EL_FIREFLY_LEFT 76
-#define EL_FIREFLY_DOWN 77
-#define EL_BUTTERFLY_1 EL_BUTTERFLY_DOWN
-#define EL_BUTTERFLY_2 EL_BUTTERFLY_LEFT
-#define EL_BUTTERFLY_3 EL_BUTTERFLY_UP
-#define EL_BUTTERFLY_4 EL_BUTTERFLY_RIGHT
-#define EL_FIREFLY_1 EL_FIREFLY_LEFT
-#define EL_FIREFLY_2 EL_FIREFLY_DOWN
-#define EL_FIREFLY_3 EL_FIREFLY_RIGHT
-#define EL_FIREFLY_4 EL_FIREFLY_UP
-#define EL_BUTTERFLY 78
-#define EL_FIREFLY 79
-#define EL_SPIELER1 80
-#define EL_SPIELER2 81
-#define EL_SPIELER3 82
-#define EL_SPIELER4 83
-#define EL_KAEFER_RIGHT 84
-#define EL_KAEFER_UP 85
-#define EL_KAEFER_LEFT 86
-#define EL_KAEFER_DOWN 87
-#define EL_FLIEGER_RIGHT 88
-#define EL_FLIEGER_UP 89
-#define EL_FLIEGER_LEFT 90
-#define EL_FLIEGER_DOWN 91
-#define EL_PACMAN_RIGHT 92
-#define EL_PACMAN_UP 93
-#define EL_PACMAN_LEFT 94
-#define EL_PACMAN_DOWN 95
-#define EL_EDELSTEIN_ROT 96
-#define EL_EDELSTEIN_LILA 97
-#define EL_ERZ_EDEL_ROT 98
-#define EL_ERZ_EDEL_LILA 99
-#define EL_BADEWANNE1 100
-#define EL_BADEWANNE2 101
-#define EL_BADEWANNE3 102
-#define EL_BADEWANNE4 103
-#define EL_BADEWANNE5 104
-#define EL_BD_WALL 105
-#define EL_BD_ROCK 106
-#define EL_AUSGANG_AUF 107
-#define EL_BLACK_ORB 108
-#define EL_AMOEBA2DIAM 109
-#define EL_MOLE 110
-#define EL_PINGUIN 111
-#define EL_SONDE 112
-#define EL_PFEIL_LEFT 113
-#define EL_PFEIL_RIGHT 114
-#define EL_PFEIL_UP 115
-#define EL_PFEIL_DOWN 116
-#define EL_SCHWEIN 117
-#define EL_DRACHE 118
-
-#define EL_EM_KEY_1_FILE 119
-
-#define EL_CHAR_START 120
-#define EL_CHAR_ASCII0 (EL_CHAR_START-32)
-#define EL_CHAR_AUSRUF (EL_CHAR_ASCII0+33)
-#define EL_CHAR_ZOLL (EL_CHAR_ASCII0+34)
-#define EL_CHAR_RAUTE (EL_CHAR_ASCII0+35)
-#define EL_CHAR_DOLLAR (EL_CHAR_ASCII0+36)
-#define EL_CHAR_PROZ (EL_CHAR_ASCII0+37)
-#define EL_CHAR_AMPERSAND (EL_CHAR_ASCII0+38)
-#define EL_CHAR_APOSTR (EL_CHAR_ASCII0+39)
-#define EL_CHAR_KLAMM1 (EL_CHAR_ASCII0+40)
-#define EL_CHAR_KLAMM2 (EL_CHAR_ASCII0+41)
-#define EL_CHAR_MULT (EL_CHAR_ASCII0+42)
-#define EL_CHAR_PLUS (EL_CHAR_ASCII0+43)
-#define EL_CHAR_KOMMA (EL_CHAR_ASCII0+44)
-#define EL_CHAR_MINUS (EL_CHAR_ASCII0+45)
-#define EL_CHAR_PUNKT (EL_CHAR_ASCII0+46)
-#define EL_CHAR_SLASH (EL_CHAR_ASCII0+47)
-#define EL_CHAR_0 (EL_CHAR_ASCII0+48)
-#define EL_CHAR_9 (EL_CHAR_ASCII0+57)
-#define EL_CHAR_DOPPEL (EL_CHAR_ASCII0+58)
-#define EL_CHAR_SEMIKL (EL_CHAR_ASCII0+59)
-#define EL_CHAR_LT (EL_CHAR_ASCII0+60)
-#define EL_CHAR_GLEICH (EL_CHAR_ASCII0+61)
-#define EL_CHAR_GT (EL_CHAR_ASCII0+62)
-#define EL_CHAR_FRAGE (EL_CHAR_ASCII0+63)
-#define EL_CHAR_AT (EL_CHAR_ASCII0+64)
-#define EL_CHAR_A (EL_CHAR_ASCII0+65)
-#define EL_CHAR_Z (EL_CHAR_ASCII0+90)
-#define EL_CHAR_AE (EL_CHAR_ASCII0+91)
-#define EL_CHAR_OE (EL_CHAR_ASCII0+92)
-#define EL_CHAR_UE (EL_CHAR_ASCII0+93)
-#define EL_CHAR_COPY (EL_CHAR_ASCII0+94)
-#define EL_CHAR_END (EL_CHAR_START+79)
-
-#define EL_CHAR(x) ((x) == 'Ä' ? EL_CHAR_AE : \
- (x) == 'Ö' ? EL_CHAR_OE : \
- (x) == 'Ü' ? EL_CHAR_UE : \
- EL_CHAR_A + (x) - 'A')
-
-#define EL_MAUER_X 200
-#define EL_MAUER_Y 201
-#define EL_MAUER_XY 202
-
-#define EL_EM_GATE_1 203
-#define EL_EM_GATE_2 204
-#define EL_EM_GATE_3 205
-#define EL_EM_GATE_4 206
-
-#define EL_EM_KEY_2_FILE 207
-#define EL_EM_KEY_3_FILE 208
-#define EL_EM_KEY_4_FILE 209
-
-#define EL_SP_START 210
-#define EL_SP_EMPTY (EL_SP_START + 0)
-#define EL_SP_ZONK (EL_SP_START + 1)
-#define EL_SP_BASE (EL_SP_START + 2)
-#define EL_SP_MURPHY (EL_SP_START + 3)
-#define EL_SP_INFOTRON (EL_SP_START + 4)
-#define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
-#define EL_SP_HARD_GRAY (EL_SP_START + 6)
-#define EL_SP_EXIT (EL_SP_START + 7)
-#define EL_SP_DISK_ORANGE (EL_SP_START + 8)
-#define EL_SP_PORT1_RIGHT (EL_SP_START + 9)
-#define EL_SP_PORT1_DOWN (EL_SP_START + 10)
-#define EL_SP_PORT1_LEFT (EL_SP_START + 11)
-#define EL_SP_PORT1_UP (EL_SP_START + 12)
-#define EL_SP_PORT2_RIGHT (EL_SP_START + 13)
-#define EL_SP_PORT2_DOWN (EL_SP_START + 14)
-#define EL_SP_PORT2_LEFT (EL_SP_START + 15)
-#define EL_SP_PORT2_UP (EL_SP_START + 16)
-#define EL_SP_SNIKSNAK (EL_SP_START + 17)
-#define EL_SP_DISK_YELLOW (EL_SP_START + 18)
-#define EL_SP_TERMINAL (EL_SP_START + 19)
-#define EL_SP_DISK_RED (EL_SP_START + 20)
-#define EL_SP_PORT_Y (EL_SP_START + 21)
-#define EL_SP_PORT_X (EL_SP_START + 22)
-#define EL_SP_PORT_XY (EL_SP_START + 23)
-#define EL_SP_ELECTRON (EL_SP_START + 24)
-#define EL_SP_BUG (EL_SP_START + 25)
-#define EL_SP_CHIP_LEFT (EL_SP_START + 26)
-#define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
-#define EL_SP_HARD_BASE1 (EL_SP_START + 28)
-#define EL_SP_HARD_GREEN (EL_SP_START + 29)
-#define EL_SP_HARD_BLUE (EL_SP_START + 30)
-#define EL_SP_HARD_RED (EL_SP_START + 31)
-#define EL_SP_HARD_YELLOW (EL_SP_START + 32)
-#define EL_SP_HARD_BASE2 (EL_SP_START + 33)
-#define EL_SP_HARD_BASE3 (EL_SP_START + 34)
-#define EL_SP_HARD_BASE4 (EL_SP_START + 35)
-#define EL_SP_HARD_BASE5 (EL_SP_START + 36)
-#define EL_SP_HARD_BASE6 (EL_SP_START + 37)
-#define EL_SP_CHIP_UPPER (EL_SP_START + 38)
-#define EL_SP_CHIP_LOWER (EL_SP_START + 39)
-#define EL_SP_END (EL_SP_START + 39)
-
-#define EL_EM_GATE_1X 250
-#define EL_EM_GATE_2X 251
-#define EL_EM_GATE_3X 252
-#define EL_EM_GATE_4X 253
-
-#define EL_UNUSED_254 254
-#define EL_UNUSED_255 255
-
-#define EL_PEARL 256
-#define EL_CRYSTAL 257
-#define EL_WALL_PEARL 258
-#define EL_WALL_CRYSTAL 259
-#define EL_DOOR_WHITE 260
-#define EL_DOOR_WHITE_GRAY 261
-#define EL_KEY_WHITE 262
-#define EL_SHIELD_PASSIVE 263
-#define EL_EXTRA_TIME 264
-#define EL_SWITCHGATE_OPEN 265
-#define EL_SWITCHGATE_CLOSED 266
-#define EL_SWITCHGATE_SWITCH_1 267
-#define EL_SWITCHGATE_SWITCH_2 268
-
-#define EL_UNUSED_269 269
-#define EL_UNUSED_270 270
-
-#define EL_BELT1_LEFT 271
-#define EL_BELT1_MIDDLE 272
-#define EL_BELT1_RIGHT 273
-#define EL_BELT1_SWITCH_LEFT 274
-#define EL_BELT1_SWITCH_MIDDLE 275
-#define EL_BELT1_SWITCH_RIGHT 276
-#define EL_BELT2_LEFT 277
-#define EL_BELT2_MIDDLE 278
-#define EL_BELT2_RIGHT 279
-#define EL_BELT2_SWITCH_LEFT 280
-#define EL_BELT2_SWITCH_MIDDLE 281
-#define EL_BELT2_SWITCH_RIGHT 282
-#define EL_BELT3_LEFT 283
-#define EL_BELT3_MIDDLE 284
-#define EL_BELT3_RIGHT 285
-#define EL_BELT3_SWITCH_LEFT 286
-#define EL_BELT3_SWITCH_MIDDLE 287
-#define EL_BELT3_SWITCH_RIGHT 288
-#define EL_BELT4_LEFT 289
-#define EL_BELT4_MIDDLE 290
-#define EL_BELT4_RIGHT 291
-#define EL_BELT4_SWITCH_LEFT 292
-#define EL_BELT4_SWITCH_MIDDLE 293
-#define EL_BELT4_SWITCH_RIGHT 294
-#define EL_LANDMINE 295
-#define EL_ENVELOPE 296
-#define EL_LIGHT_SWITCH_OFF 297
-#define EL_LIGHT_SWITCH_ON 298
-#define EL_SIGN_EXCLAMATION 299
-#define EL_SIGN_RADIOACTIVITY 300
-#define EL_SIGN_STOP 301
-#define EL_SIGN_WHEELCHAIR 302
-#define EL_SIGN_PARKING 303
-#define EL_SIGN_ONEWAY 304
-#define EL_SIGN_HEART 305
-#define EL_SIGN_TRIANGLE 306
-#define EL_SIGN_ROUND 307
-#define EL_SIGN_EXIT 308
-#define EL_SIGN_YINYANG 309
-#define EL_SIGN_OTHER 310
-#define EL_MOLE_LEFT 311
-#define EL_MOLE_RIGHT 312
-#define EL_MOLE_UP 313
-#define EL_MOLE_DOWN 314
-#define EL_STEEL_SLANTED 315
-#define EL_SAND_INVISIBLE 316
-#define EL_DX_UNKNOWN_15 317
-#define EL_DX_UNKNOWN_42 318
-
-#define EL_UNUSED_319 319
-#define EL_UNUSED_320 320
-
-#define EL_SHIELD_ACTIVE 321
-#define EL_TIMEGATE_OPEN 322
-#define EL_TIMEGATE_CLOSED 323
-#define EL_TIMEGATE_SWITCH_ON 324
-#define EL_TIMEGATE_SWITCH_OFF 325
-
-#define EL_BALLOON 326
-#define EL_BALLOON_SEND_LEFT 327
-#define EL_BALLOON_SEND_RIGHT 328
-#define EL_BALLOON_SEND_UP 329
-#define EL_BALLOON_SEND_DOWN 330
-#define EL_BALLOON_SEND_ANY 331
-
-#define EL_EMC_STEEL_WALL_1 332
-#define EL_EMC_STEEL_WALL_2 333
-#define EL_EMC_STEEL_WALL_3 334
-#define EL_EMC_STEEL_WALL_4 335
-#define EL_EMC_WALL_1 336
-#define EL_EMC_WALL_2 337
-#define EL_EMC_WALL_3 338
-#define EL_EMC_WALL_4 339
-#define EL_EMC_WALL_5 340
-#define EL_EMC_WALL_6 341
-#define EL_EMC_WALL_7 342
-#define EL_EMC_WALL_8 343
-
-#define EL_TUBE_CROSS 344
-#define EL_TUBE_VERTICAL 345
-#define EL_TUBE_HORIZONTAL 346
-#define EL_TUBE_VERT_LEFT 347
-#define EL_TUBE_VERT_RIGHT 348
-#define EL_TUBE_HORIZ_UP 349
-#define EL_TUBE_HORIZ_DOWN 350
-#define EL_TUBE_LEFT_UP 351
-#define EL_TUBE_LEFT_DOWN 352
-#define EL_TUBE_RIGHT_UP 353
-#define EL_TUBE_RIGHT_DOWN 354
-#define EL_SPRING 355
-#define EL_TRAP_INACTIVE 356
-#define EL_DX_SUPABOMB 357
-
-#define NUM_LEVEL_ELEMENTS 358
-
-
-/* "real" (and therefore drawable) runtime elements */
-#define EL_FIRST_RUNTIME_EL 500
-
-#define EL_MAGIC_WALL_EMPTY 500
-#define EL_MAGIC_WALL_BD_EMPTY 501
-#define EL_MAGIC_WALL_FULL 502
-#define EL_MAGIC_WALL_BD_FULL 503
-#define EL_MAGIC_WALL_DEAD 504
-#define EL_MAGIC_WALL_BD_DEAD 505
-#define EL_AUSGANG_ACT 506
-#define EL_SP_TERMINAL_ACTIVE 507
-#define EL_SP_BUG_ACTIVE 508
-#define EL_EM_KEY_1 509
-#define EL_EM_KEY_2 510
-#define EL_EM_KEY_3 511
-#define EL_EM_KEY_4 512
-#define EL_DYNABOMB_ACTIVE_1 513
-#define EL_DYNABOMB_ACTIVE_2 514
-#define EL_DYNABOMB_ACTIVE_3 515
-#define EL_DYNABOMB_ACTIVE_4 516
-#define EL_SWITCHGATE_OPENING 517
-#define EL_SWITCHGATE_CLOSING 518
-#define EL_TIMEGATE_OPENING 519
-#define EL_TIMEGATE_CLOSING 520
-#define EL_PEARL_BREAKING 521
-#define EL_TRAP_ACTIVE 522
-#define EL_SPRING_MOVING 523
-#define EL_SP_MURPHY_CLONE 524
-#define EL_QUICKSAND_EMPTYING 525
-#define EL_MAGIC_WALL_EMPTYING 526
-#define EL_MAGIC_WALL_BD_EMPTYING 527
-#define EL_AMOEBA_DRIPPING 528
-
-/* "unreal" (and therefore not drawable) runtime elements */
-#define EL_BLOCKED 600
-#define EL_EXPLODING 601
-#define EL_CRACKINGNUT 602
-#define EL_BLURB_LEFT 603
-#define EL_BLURB_RIGHT 604
-#define EL_AMOEBING 605
-#define EL_DEAMOEBING 606
-#define EL_MAUERND 607
-#define EL_BURNING 608
-#define EL_PLAYER_IS_LEAVING 609
-#define EL_QUICKSAND_FILLING 610
-#define EL_MAGIC_WALL_FILLING 611
-#define EL_MAGIC_WALL_BD_FILLING 612
-
-/* game graphics:
-** 0 - 255: graphics from "RocksElements"
-** 256 - 511: graphics from "RocksFont"
-** 512 - 767: graphics from "RocksHeroes"
-** 768 - 1023: graphics from "RocksSP"
-** 1024 - 1279: graphics from "RocksDC"
-** 1280 - 1535: graphics from "RocksMore"
-*/
+struct SoundInfo
+{
+ boolean loop;
+ int volume;
+ int priority;
+};
-#define GFX_START_ROCKSELEMENTS 0
-#define GFX_END_ROCKSELEMENTS 255
-#define GFX_START_ROCKSFONT 256
-#define GFX_END_ROCKSFONT 511
-#define GFX_START_ROCKSHEROES 512
-#define GFX_END_ROCKSHEROES 767
-#define GFX_START_ROCKSSP 768
-#define GFX_END_ROCKSSP 1023
-#define GFX_START_ROCKSDC 1024
-#define GFX_END_ROCKSDC 1279
-#define GFX_START_ROCKSMORE 1280
-#define GFX_END_ROCKSMORE 1535
-
-#define NUM_TILES 1536 /* see above: MAX_GRAPHICS */
-
-/* graphics from "RocksScreen" */
-/* Zeile 0 (0) */
-#define GFX_LEERRAUM (-1)
-#define GFX_ERDREICH 0
-#define GFX_ERDENRAND 1
-#define GFX_MORAST_LEER 2
-#define GFX_MORAST_VOLL 3
-#define GFX_BETON 4
-#define GFX_MAUERWERK 5
-#define GFX_FELSBODEN 6
-#define GFX_EDELSTEIN 8
-#define GFX_DIAMANT 10
-#define GFX_FELSBROCKEN 12
-/* Zeile 1 (16) */
-#define GFX_BADEWANNE1 16
-#define GFX_SALZSAEURE 17
-#define GFX_BADEWANNE2 18
-
-/*
-#define GFX_UNSICHTBAR 19
-*/
+struct MusicInfo
+{
+ boolean loop;
+};
-#define GFX_SCHLUESSEL1 20
-#define GFX_SCHLUESSEL2 21
-#define GFX_SCHLUESSEL3 22
-#define GFX_SCHLUESSEL4 23
-#define GFX_LIFE 24
-#define GFX_LIFE_ASYNC 25
-#define GFX_BADEWANNE 26
-#define GFX_BOMBE 27
-#define GFX_KOKOSNUSS 28
-#define GFX_CRACKINGNUT 29
-/* Zeile 2 (32) */
-#define GFX_BADEWANNE3 32
-#define GFX_BADEWANNE4 33
-#define GFX_BADEWANNE5 34
-#define GFX_SMILEY 35
-#define GFX_PFORTE1 36
-#define GFX_PFORTE2 37
-#define GFX_PFORTE3 38
-#define GFX_PFORTE4 39
-#define GFX_PFORTE1X 40
-#define GFX_PFORTE2X 41
-#define GFX_PFORTE3X 42
-#define GFX_PFORTE4X 43
-/* Zeile 3 (48) */
-#define GFX_DYNAMIT_AUS 48
-#define GFX_DYNAMIT 49
-#define GFX_FLIEGER 56
-#define GFX_FLIEGER_RIGHT 56
-#define GFX_FLIEGER_UP 58
-#define GFX_FLIEGER_LEFT 60
-#define GFX_FLIEGER_DOWN 62
-/* Zeile 4 (64) */
-#define GFX_EXPLOSION 64
-#define GFX_KAEFER 72
-#define GFX_KAEFER_RIGHT 72
-#define GFX_KAEFER_UP 74
-#define GFX_KAEFER_LEFT 76
-#define GFX_KAEFER_DOWN 78
-/* Zeile 5 (80) */
-#define GFX_MAMPFER 80
-#define GFX_ROBOT 84
-#define GFX_PACMAN 88
-#define GFX_PACMAN_RIGHT 88
-#define GFX_PACMAN_UP 90
-#define GFX_PACMAN_LEFT 92
-#define GFX_PACMAN_DOWN 94
-/* Zeile 6 (96) */
-#define GFX_ABLENK 96
-#define GFX_ABLENK_EIN GFX_ABLENK
-#define GFX_ABLENK_AUS GFX_ABLENK
-#define GFX_AMOEBE_NASS 100
-#define GFX_TROPFEN 101
-#define GFX_AMOEBING GFX_TROPFEN
-#define GFX_AMOEBE_LEBT 104
-#define GFX_AMOEBE_NORM GFX_AMOEBE_LEBT
-#define GFX_AMOEBE_TOT 108
-#define GFX_AMOEBA2DIAM GFX_AMOEBE_TOT
-/* Zeile 7 (112) */
-#define GFX_BIRNE_AUS 112
-#define GFX_BIRNE_EIN 113
-#define GFX_ZEIT_VOLL 114
-#define GFX_ZEIT_LEER 115
-#define GFX_SPIELER1 116
-#define GFX_SPIELER2 117
-#define GFX_SPIELER3 118
-#define GFX_SPIELER4 119
-#define GFX_AMOEBE_VOLL 120
-#define GFX_AMOEBE_BD GFX_AMOEBE_VOLL
-#define GFX_SOKOBAN_OBJEKT 121
-#define GFX_SOKOBAN_FELD_LEER 122
-#define GFX_SOKOBAN_FELD_VOLL 123
-#define GFX_GEBLUBBER 124
-/* Zeile 8 (128) */
-#define GFX_MAGIC_WALL_OFF 128
-#define GFX_MAGIC_WALL_EMPTY GFX_MAGIC_WALL_OFF
-#define GFX_MAGIC_WALL_FULL GFX_MAGIC_WALL_OFF
-#define GFX_MAGIC_WALL_DEAD GFX_MAGIC_WALL_OFF
-#define GFX_ERZ_EDEL 132
-#define GFX_ERZ_DIAM 133
-#define GFX_ERZ_EDEL_ROT 134
-#define GFX_ERZ_EDEL_LILA 135
-#define GFX_ERZ_EDEL_GELB 136
-#define GFX_ERZ_EDEL_BD 137
-#define GFX_EDELSTEIN_GELB 138
-#define GFX_KUGEL_ROT 140
-#define GFX_KUGEL_BLAU 141
-#define GFX_KUGEL_GELB 142
-#define GFX_KUGEL_GRAU 143
-/* Zeile 9 (144) */
-#define GFX_PINGUIN 144
-#define GFX_MOLE 145
-#define GFX_SCHWEIN 146
-#define GFX_DRACHE 147
-#define GFX_MAUER_XY 148
-#define GFX_MAUER_X 149
-#define GFX_MAUER_Y 150
-#define GFX_EDELSTEIN_ROT 152
-#define GFX_EDELSTEIN_LILA 154
-#define GFX_DYNABOMB_XL 156
-#define GFX_BLACK_ORB 157
-#define GFX_SPEED_PILL 158
-#define GFX_SONDE 159
-/* Zeile 10 (160) */
-#define GFX_EDELSTEIN_BD 163
-#define GFX_MAUER_RIGHT 165
-#define GFX_MAUER_R1 GFX_MAUER_RIGHT
-#define GFX_MAUER_R 167
-#define GFX_MAUER_LEFT 168
-#define GFX_MAUER_L1 GFX_MAUER_LEFT
-#define GFX_MAUER_L 170
-#define GFX_MAUER_LEBT 171
-#define GFX_MAGIC_WALL_BD_OFF 172
-#define GFX_MAGIC_WALL_BD_EMPTY GFX_MAGIC_WALL_BD_OFF
-#define GFX_MAGIC_WALL_BD_FULL GFX_MAGIC_WALL_BD_OFF
-#define GFX_MAGIC_WALL_BD_DEAD GFX_MAGIC_WALL_BD_OFF
-/* Zeile 11 (176) */
-#define GFX_AUSGANG_ZU 176
-#define GFX_AUSGANG_ACT 177
-#define GFX_AUSGANG_AUF 180
-#define GFX_MAMPFER2 184
-#define GFX_DYNABOMB 188
-#define GFX_DYNABOMB_NR 188
-#define GFX_DYNABOMB_SZ 191
-/* Zeile 12 (192) */
-#define GFX_PFEIL_LEFT 192
-#define GFX_PFEIL_RIGHT 193
-#define GFX_PFEIL_UP 194
-#define GFX_PFEIL_DOWN 195
-#define GFX_BUTTERFLY 196
-#define GFX_FIREFLY 198
-#define GFX_BUTTERFLY_RIGHT 200
-#define GFX_BUTTERFLY_UP 201
-#define GFX_BUTTERFLY_LEFT 202
-#define GFX_BUTTERFLY_DOWN 203
-#define GFX_FIREFLY_RIGHT 204
-#define GFX_FIREFLY_UP 205
-#define GFX_FIREFLY_LEFT 206
-#define GFX_FIREFLY_DOWN 207
-
-/* only available as size MINI_TILE */
-#define GFX_VSTEEL_UPPER_LEFT 208
-#define GFX_VSTEEL_UPPER_RIGHT 209
-#define GFX_VSTEEL_LOWER_LEFT 210
-#define GFX_VSTEEL_LOWER_RIGHT 211
-#define GFX_VSTEEL_HORIZONTAL 212
-#define GFX_VSTEEL_VERTICAL 213
-#define GFX_ISTEEL_UPPER_LEFT 214
-#define GFX_ISTEEL_UPPER_RIGHT 215
-#define GFX_ISTEEL_LOWER_LEFT 216
-#define GFX_ISTEEL_LOWER_RIGHT 217
-#define GFX_ISTEEL_HORIZONTAL 218
-#define GFX_ISTEEL_VERTICAL 219
-
-/* elements with graphics borrowed from other elements */
-#define GFX_SCHLUESSEL GFX_SCHLUESSEL1
-#define GFX_SPIELFIGUR GFX_SPIELER1
-
-/* graphics from "RocksHeroes" */
-#define GFX_SPIELER1_DOWN (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE + 0)
-#define GFX_SPIELER1_UP (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE + 4)
-#define GFX_SPIELER1_LEFT (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE + 0)
-#define GFX_SPIELER1_RIGHT (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE + 4)
-#define GFX_SPIELER1_PUSH_RIGHT (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE + 0)
-#define GFX_SPIELER1_PUSH_LEFT (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE + 4)
-#define GFX_SPIELER2_DOWN (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE + 0)
-#define GFX_SPIELER2_UP (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE + 4)
-#define GFX_SPIELER2_LEFT (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE + 0)
-#define GFX_SPIELER2_RIGHT (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE + 4)
-#define GFX_SPIELER2_PUSH_RIGHT (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE + 0)
-#define GFX_SPIELER2_PUSH_LEFT (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE + 4)
-#define GFX_SPIELER3_DOWN (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE + 0)
-#define GFX_SPIELER3_UP (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE + 4)
-#define GFX_SPIELER3_LEFT (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE + 0)
-#define GFX_SPIELER3_RIGHT (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE + 4)
-#define GFX_SPIELER3_PUSH_RIGHT (GFX_START_ROCKSHEROES + 8*HEROES_PER_LINE + 0)
-#define GFX_SPIELER3_PUSH_LEFT (GFX_START_ROCKSHEROES + 8*HEROES_PER_LINE + 4)
-#define GFX_SPIELER4_DOWN (GFX_START_ROCKSHEROES + 9*HEROES_PER_LINE + 0)
-#define GFX_SPIELER4_UP (GFX_START_ROCKSHEROES + 9*HEROES_PER_LINE + 4)
-#define GFX_SPIELER4_LEFT (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE + 0)
-#define GFX_SPIELER4_RIGHT (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE + 4)
-#define GFX_SPIELER4_PUSH_RIGHT (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE + 0)
-#define GFX_SPIELER4_PUSH_LEFT (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE + 4)
-#define GFX_MAUER_DOWN (GFX_START_ROCKSHEROES +12*HEROES_PER_LINE + 0)
-#define GFX_MAUER_UP (GFX_START_ROCKSHEROES +12*HEROES_PER_LINE + 3)
-#define GFX2_SHIELD_PASSIVE (GFX_START_ROCKSHEROES +13*HEROES_PER_LINE + 1)
-#define GFX2_SHIELD_ACTIVE (GFX_START_ROCKSHEROES +13*HEROES_PER_LINE + 5)
-
-#define GFX_SONDE_START (GFX_START_ROCKSHEROES + 9*HEROES_PER_LINE + 8)
-#define GFX_SCHWEIN_DOWN (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE + 8)
-#define GFX_SCHWEIN_UP (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE +12)
-#define GFX_SCHWEIN_LEFT (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE + 8)
-#define GFX_SCHWEIN_RIGHT (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE +12)
-#define GFX_DRACHE_DOWN (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE + 8)
-#define GFX_DRACHE_UP (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE +12)
-#define GFX_DRACHE_LEFT (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE + 8)
-#define GFX_DRACHE_RIGHT (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE +12)
-/*
-#define GFX_MOLE_DOWN (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE + 8)
-#define GFX_MOLE_UP (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE +12)
-#define GFX_MOLE_LEFT (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE + 8)
-#define GFX_MOLE_RIGHT (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE +12)
-*/
-#define GFX_PINGUIN_DOWN (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE + 8)
-#define GFX_PINGUIN_UP (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE +12)
-#define GFX_PINGUIN_LEFT (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE + 8)
-#define GFX_PINGUIN_RIGHT (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE +12)
-#define GFX_BLURB_LEFT (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE + 8)
-#define GFX_BLURB_RIGHT (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE +12)
-#define GFX_FUNKELN_BLAU (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE + 9)
-#define GFX_FUNKELN_WEISS (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE +13)
-#define GFX_FLAMMEN_LEFT (GFX_START_ROCKSHEROES +12*HEROES_PER_LINE + 8)
-#define GFX_FLAMMEN_RIGHT (GFX_START_ROCKSHEROES +13*HEROES_PER_LINE + 8)
-#define GFX_FLAMMEN_UP (GFX_START_ROCKSHEROES +14*HEROES_PER_LINE + 8)
-#define GFX_FLAMMEN_DOWN (GFX_START_ROCKSHEROES +15*HEROES_PER_LINE + 8)
-
-/* graphics from "RocksSP" */
-#define GFX_SP_EMPTY (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 0)
-/*
-#define GFX_SP_ZONK (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 1)
-*/
-#define GFX_SP_BASE (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 2)
-#define GFX_SP_MURPHY (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 3)
-#define GFX_SP_INFOTRON (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 4)
-#define GFX_SP_CHIP_SINGLE (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 5)
-#define GFX_SP_HARD_GRAY (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 6)
-#define GFX_SP_EXIT (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 7)
-#define GFX_SP_DISK_ORANGE (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 0)
-#define GFX_SP_PORT1_RIGHT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 1)
-#define GFX_SP_PORT1_DOWN (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 2)
-#define GFX_SP_PORT1_LEFT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 3)
-#define GFX_SP_PORT1_UP (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 4)
-#define GFX_SP_PORT2_RIGHT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 5)
-#define GFX_SP_PORT2_DOWN (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 6)
-#define GFX_SP_PORT2_LEFT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 7)
-#define GFX_SP_PORT2_UP (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 0)
-#define GFX_SP_SNIKSNAK (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 1)
-#define GFX_SP_DISK_YELLOW (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 2)
-#define GFX_SP_TERMINAL (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 3)
-#define GFX_SP_DISK_RED (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 4)
-#define GFX_SP_PORT_Y (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 5)
-#define GFX_SP_PORT_X (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 6)
-#define GFX_SP_PORT_XY (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 7)
-#define GFX_SP_ELECTRON (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 0)
-#define GFX_SP_BUG (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 1)
-#define GFX_SP_CHIP_LEFT (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 2)
-#define GFX_SP_CHIP_RIGHT (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 3)
-#define GFX_SP_HARD_BASE1 (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 4)
-#define GFX_SP_HARD_GREEN (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 5)
-#define GFX_SP_HARD_BLUE (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 6)
-#define GFX_SP_HARD_RED (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 7)
-#define GFX_SP_HARD_YELLOW (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 0)
-#define GFX_SP_HARD_BASE2 (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 1)
-#define GFX_SP_HARD_BASE3 (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 2)
-#define GFX_SP_HARD_BASE4 (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 3)
-#define GFX_SP_HARD_BASE5 (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 4)
-#define GFX_SP_HARD_BASE6 (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 5)
-#define GFX_SP_CHIP_UPPER (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 6)
-#define GFX_SP_CHIP_LOWER (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 7)
-
-#define GFX_INVISIBLE_STEEL_ON (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 1)
-#define GFX_SAND_INVISIBLE_ON (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 2)
-#define GFX_INVISIBLE_STEEL (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 3)
-#define GFX_UNSICHTBAR_ON (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 5)
-#define GFX_SAND_INVISIBLE (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 6)
-#define GFX_UNSICHTBAR (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 7)
-
-#define GFX_SP_ZONK (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 0)
-
-#define GFX_EM_KEY_1 (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 4)
-#define GFX_EM_KEY_2 (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 5)
-#define GFX_EM_KEY_3 (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 6)
-#define GFX_EM_KEY_4 (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 7)
-#define GFX_EM_GATE_1 (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 0)
-#define GFX_EM_GATE_2 (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 1)
-#define GFX_EM_GATE_3 (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 2)
-#define GFX_EM_GATE_4 (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 3)
-#define GFX_EM_GATE_1X (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 4)
-#define GFX_EM_GATE_2X (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 5)
-#define GFX_EM_GATE_3X (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 6)
-#define GFX_EM_GATE_4X (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 7)
-
-#define GFX_MURPHY_GO_LEFT (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 8)
-#define GFX_MURPHY_ANY_LEFT (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 9)
-#define GFX_MURPHY_GO_RIGHT (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 11)
-#define GFX_MURPHY_ANY_RIGHT (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 12)
-#define GFX_MURPHY_SNAP_UP (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 14)
-#define GFX_MURPHY_SNAP_DOWN (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 15)
-#define GFX_MURPHY_SNAP_RIGHT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 8)
-#define GFX_MURPHY_SNAP_LEFT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 9)
-#define GFX_MURPHY_PUSH_RIGHT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 10)
-#define GFX_MURPHY_PUSH_LEFT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 11)
-
-#define GFX_SP_BUG_WARNING (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 15)
-#define GFX_SP_EXPLODE_EMPTY (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 8)
-#define GFX_SP_EXPLODE_INFOTRON (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 8)
-#define GFX_SP_BUG_ACTIVE (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 8)
-#define GFX_SP_SNIKSNAK_LEFT (GFX_START_ROCKSSP + 8 * SP_PER_LINE + 8)
-#define GFX_SP_SNIKSNAK_RIGHT (GFX_START_ROCKSSP + 8 * SP_PER_LINE + 12)
-#define GFX_SP_SNIKSNAK_UP (GFX_START_ROCKSSP + 9 * SP_PER_LINE + 8)
-#define GFX_SP_SNIKSNAK_DOWN (GFX_START_ROCKSSP + 9 * SP_PER_LINE + 12)
-
-#define GFX2_SP_ELECTRON (GFX_START_ROCKSSP + 10 * SP_PER_LINE + 8)
-#define GFX2_SP_TERMINAL (GFX_START_ROCKSSP + 11 * SP_PER_LINE + 8)
-#define GFX2_SP_TERMINAL_ACTIVE (GFX_START_ROCKSSP + 12 * SP_PER_LINE + 8)
-
-#define GFX_SP_MURPHY_CLONE (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 3)
-
-/* graphics from "RocksDC" */
-#define GFX_BELT1_MIDDLE (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 0)
-#define GFX_BELT1_LEFT (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 0)
-#define GFX_BELT1_RIGHT (GFX_START_ROCKSDC + 2 * DC_PER_LINE + 0)
-#define GFX_BELT2_MIDDLE (GFX_START_ROCKSDC + 3 * DC_PER_LINE + 0)
-#define GFX_BELT2_LEFT (GFX_START_ROCKSDC + 4 * DC_PER_LINE + 0)
-#define GFX_BELT2_RIGHT (GFX_START_ROCKSDC + 5 * DC_PER_LINE + 0)
-#define GFX_BELT3_MIDDLE (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 0)
-#define GFX_BELT3_LEFT (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 0)
-#define GFX_BELT3_RIGHT (GFX_START_ROCKSDC + 8 * DC_PER_LINE + 0)
-#define GFX_BELT4_MIDDLE (GFX_START_ROCKSDC + 9 * DC_PER_LINE + 0)
-#define GFX_BELT4_LEFT (GFX_START_ROCKSDC + 10 * DC_PER_LINE + 0)
-#define GFX_BELT4_RIGHT (GFX_START_ROCKSDC + 11 * DC_PER_LINE + 0)
-#define GFX_BELT1_SWITCH_LEFT (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 0)
-#define GFX_BELT2_SWITCH_LEFT (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 1)
-#define GFX_BELT3_SWITCH_LEFT (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 2)
-#define GFX_BELT4_SWITCH_LEFT (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 3)
-#define GFX_BELT1_SWITCH_MIDDLE (GFX_START_ROCKSDC + 13 * DC_PER_LINE + 0)
-#define GFX_BELT2_SWITCH_MIDDLE (GFX_START_ROCKSDC + 13 * DC_PER_LINE + 1)
-#define GFX_BELT3_SWITCH_MIDDLE (GFX_START_ROCKSDC + 13 * DC_PER_LINE + 2)
-#define GFX_BELT4_SWITCH_MIDDLE (GFX_START_ROCKSDC + 13 * DC_PER_LINE + 3)
-#define GFX_BELT1_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 0)
-#define GFX_BELT2_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 1)
-#define GFX_BELT3_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 2)
-#define GFX_BELT4_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 3)
-
-#define GFX_SWITCHGATE_SWITCH_1 (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 4)
-#define GFX_SWITCHGATE_SWITCH_2 (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 5)
-#define GFX_LIGHT_SWITCH_OFF (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 6)
-#define GFX_LIGHT_SWITCH_ON (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 7)
-#define GFX_TIMEGATE_SWITCH (GFX_START_ROCKSDC + 15 * DC_PER_LINE + 0)
-
-#define GFX_ENVELOPE (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 4)
-#define GFX_SIGN_EXCLAMATION (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 5)
-#define GFX_SIGN_STOP (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 6)
-#define GFX_LANDMINE (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 7)
-#define GFX_STEEL_SLANTED (GFX_START_ROCKSDC + 15 * DC_PER_LINE + 5)
-
-#define GFX_EXTRA_TIME (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 8)
-#define GFX_SHIELD_ACTIVE (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 8)
-#define GFX_SHIELD_PASSIVE (GFX_START_ROCKSDC + 2 * DC_PER_LINE + 8)
-#define GFX_MOLE_DOWN (GFX_START_ROCKSDC + 3 * DC_PER_LINE + 8)
-#define GFX_MOLE_UP (GFX_START_ROCKSDC + 3 * DC_PER_LINE + 12)
-#define GFX_MOLE_LEFT (GFX_START_ROCKSDC + 4 * DC_PER_LINE + 8)
-#define GFX_MOLE_RIGHT (GFX_START_ROCKSDC + 4 * DC_PER_LINE + 12)
-#define GFX_SWITCHGATE_CLOSED (GFX_START_ROCKSDC + 5 * DC_PER_LINE + 8)
-#define GFX_SWITCHGATE_OPEN (GFX_START_ROCKSDC + 5 * DC_PER_LINE + 12)
-#define GFX_TIMEGATE_CLOSED (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 8)
-#define GFX_TIMEGATE_OPEN (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 12)
-#define GFX_BALLOON_SEND_LEFT (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 8)
-#define GFX_BALLOON_SEND_RIGHT (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 9)
-#define GFX_BALLOON_SEND_UP (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 10)
-#define GFX_BALLOON_SEND_DOWN (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 11)
-#define GFX_BALLOON (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 12)
-#define GFX_BALLOON_SEND_ANY (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 15)
-
-#define GFX_EMC_STEEL_WALL_1 (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 14)
-#define GFX_EMC_STEEL_WALL_2 (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 14)
-#define GFX_EMC_STEEL_WALL_3 (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 14)
-#define GFX_EMC_STEEL_WALL_4 (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 14)
-#define GFX_EMC_WALL_1 (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 13)
-#define GFX_EMC_WALL_2 (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 14)
-#define GFX_EMC_WALL_3 (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 15)
-#define GFX_EMC_WALL_4 (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 14)
-#define GFX_EMC_WALL_5 (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 15)
-#define GFX_EMC_WALL_6 (GFX_START_ROCKSDC + 2 * DC_PER_LINE + 14)
-#define GFX_EMC_WALL_7 (GFX_START_ROCKSDC + 2 * DC_PER_LINE + 15)
-#define GFX_EMC_WALL_8 (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 14)
-
-/* graphics from "RocksMore" */
-#define GFX_ARROW_BLUE_LEFT (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 0)
-#define GFX_ARROW_BLUE_RIGHT (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 1)
-#define GFX_ARROW_BLUE_UP (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 2)
-#define GFX_ARROW_BLUE_DOWN (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 3)
-#define GFX_ARROW_RED_LEFT (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 0)
-#define GFX_ARROW_RED_RIGHT (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 1)
-#define GFX_ARROW_RED_UP (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 2)
-#define GFX_ARROW_RED_DOWN (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 3)
-#define GFX_SCROLLBAR_BLUE (GFX_START_ROCKSMORE + 2 * MORE_PER_LINE + 0)
-#define GFX_SCROLLBAR_RED (GFX_START_ROCKSMORE + 2 * MORE_PER_LINE + 1)
-#define GFX_PEARL (GFX_START_ROCKSMORE + 3 * MORE_PER_LINE + 0)
-#define GFX_CRYSTAL (GFX_START_ROCKSMORE + 3 * MORE_PER_LINE + 1)
-#define GFX_WALL_PEARL (GFX_START_ROCKSMORE + 3 * MORE_PER_LINE + 2)
-#define GFX_WALL_CRYSTAL (GFX_START_ROCKSMORE + 3 * MORE_PER_LINE + 3)
-#define GFX_PEARL_BREAKING (GFX_START_ROCKSMORE + 4 * MORE_PER_LINE + 0)
-#define GFX_SPRING (GFX_START_ROCKSMORE + 5 * MORE_PER_LINE + 0)
-#define GFX_TUBE_RIGHT_DOWN (GFX_START_ROCKSMORE + 5 * MORE_PER_LINE + 1)
-#define GFX_TUBE_HORIZ_DOWN (GFX_START_ROCKSMORE + 5 * MORE_PER_LINE + 2)
-#define GFX_TUBE_LEFT_DOWN (GFX_START_ROCKSMORE + 5 * MORE_PER_LINE + 3)
-#define GFX_TUBE_HORIZONTAL (GFX_START_ROCKSMORE + 6 * MORE_PER_LINE + 0)
-#define GFX_TUBE_VERT_RIGHT (GFX_START_ROCKSMORE + 6 * MORE_PER_LINE + 1)
-#define GFX_TUBE_CROSS (GFX_START_ROCKSMORE + 6 * MORE_PER_LINE + 2)
-#define GFX_TUBE_VERT_LEFT (GFX_START_ROCKSMORE + 6 * MORE_PER_LINE + 3)
-#define GFX_TUBE_VERTICAL (GFX_START_ROCKSMORE + 7 * MORE_PER_LINE + 0)
-#define GFX_TUBE_RIGHT_UP (GFX_START_ROCKSMORE + 7 * MORE_PER_LINE + 1)
-#define GFX_TUBE_HORIZ_UP (GFX_START_ROCKSMORE + 7 * MORE_PER_LINE + 2)
-#define GFX_TUBE_LEFT_UP (GFX_START_ROCKSMORE + 7 * MORE_PER_LINE + 3)
-
-#define GFX_TRAP_INACTIVE (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 4)
-#define GFX_TRAP_ACTIVE (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 7)
-#define GFX_BD_WALL (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 4)
-#define GFX_BD_ROCK (GFX_START_ROCKSMORE + 2 * MORE_PER_LINE + 4)
-#define GFX_DX_SUPABOMB (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 7)
-
-/* graphics from "RocksFont" */
-#define GFX_CHAR_START (GFX_START_ROCKSFONT)
-#define GFX_CHAR_ASCII0 (GFX_CHAR_START - 32)
-#define GFX_CHAR_AUSRUF (GFX_CHAR_ASCII0 + 33)
-#define GFX_CHAR_ZOLL (GFX_CHAR_ASCII0 + 34)
-#define GFX_CHAR_DOLLAR (GFX_CHAR_ASCII0 + 36)
-#define GFX_CHAR_PROZ (GFX_CHAR_ASCII0 + 37)
-#define GFX_CHAR_APOSTR (GFX_CHAR_ASCII0 + 39)
-#define GFX_CHAR_KLAMM1 (GFX_CHAR_ASCII0 + 40)
-#define GFX_CHAR_KLAMM2 (GFX_CHAR_ASCII0 + 41)
-#define GFX_CHAR_PLUS (GFX_CHAR_ASCII0 + 43)
-#define GFX_CHAR_KOMMA (GFX_CHAR_ASCII0 + 44)
-#define GFX_CHAR_MINUS (GFX_CHAR_ASCII0 + 45)
-#define GFX_CHAR_PUNKT (GFX_CHAR_ASCII0 + 46)
-#define GFX_CHAR_SLASH (GFX_CHAR_ASCII0 + 47)
-#define GFX_CHAR_0 (GFX_CHAR_ASCII0 + 48)
-#define GFX_CHAR_9 (GFX_CHAR_ASCII0 + 57)
-#define GFX_CHAR_DOPPEL (GFX_CHAR_ASCII0 + 58)
-#define GFX_CHAR_SEMIKL (GFX_CHAR_ASCII0 + 59)
-#define GFX_CHAR_LT (GFX_CHAR_ASCII0 + 60)
-#define GFX_CHAR_GLEICH (GFX_CHAR_ASCII0 + 61)
-#define GFX_CHAR_GT (GFX_CHAR_ASCII0 + 62)
-#define GFX_CHAR_FRAGE (GFX_CHAR_ASCII0 + 63)
-#define GFX_CHAR_AT (GFX_CHAR_ASCII0 + 64)
-#define GFX_CHAR_A (GFX_CHAR_ASCII0 + 65)
-#define GFX_CHAR_Z (GFX_CHAR_ASCII0 + 90)
-#define GFX_CHAR_AE (GFX_CHAR_ASCII0 + 91)
-#define GFX_CHAR_OE (GFX_CHAR_ASCII0 + 92)
-#define GFX_CHAR_UE (GFX_CHAR_ASCII0 + 93)
-#define GFX_CHAR_COPY (GFX_CHAR_ASCII0 + 94)
-#define GFX_CHAR_END (GFX_CHAR_START + 79)
-
-/* new elements which still have no graphic */
-#define GFX_DOOR_WHITE GFX_CHAR_FRAGE
-#define GFX_DOOR_WHITE_GRAY GFX_CHAR_FRAGE
-#define GFX_KEY_WHITE GFX_CHAR_FRAGE
-#define GFX_SIGN_RADIOACTIVITY GFX_CHAR_FRAGE
-#define GFX_SIGN_WHEELCHAIR GFX_CHAR_FRAGE
-#define GFX_SIGN_PARKING GFX_CHAR_FRAGE
-#define GFX_SIGN_ONEWAY GFX_CHAR_FRAGE
-#define GFX_SIGN_HEART GFX_CHAR_FRAGE
-#define GFX_SIGN_TRIANGLE GFX_CHAR_FRAGE
-#define GFX_SIGN_ROUND GFX_CHAR_FRAGE
-#define GFX_SIGN_EXIT GFX_CHAR_FRAGE
-#define GFX_SIGN_YINYANG GFX_CHAR_FRAGE
-#define GFX_SIGN_OTHER GFX_CHAR_FRAGE
-#define GFX_DX_UNKNOWN_15 GFX_CHAR_FRAGE
-#define GFX_DX_UNKNOWN_42 GFX_CHAR_FRAGE
-
-
-/* the names of the sounds */
-#define SND_AMOEBE 0
-#define SND_ANTIGRAV 1
-#define SND_AUTSCH 2
-#define SND_BLURB 3
-#define SND_BONG 4
-#define SND_BUING 5
-#define SND_DENG 6
-#define SND_FUEL 7
-#define SND_GONG 8
-#define SND_HALLOFFAME 9
-#define SND_HOLZ 10
-#define SND_HUI 11
-#define SND_KABUMM 12
-#define SND_KINK 13
-#define SND_KLAPPER 14
-#define SND_KLING 15
-#define SND_KLOPF 16
-#define SND_KLUMPF 17
-#define SND_KNACK 18
-#define SND_KNURK 19
-#define SND_KRACH 20
-#define SND_LACHEN 21
-#define SND_LASER 22
-#define SND_MIEP 23
-#define SND_NJAM 24
-#define SND_OEFFNEN 25
-#define SND_PLING 26
-#define SND_PONG 27
-#define SND_PUSCH 28
-#define SND_QUIEK 29
-#define SND_QUIRK 30
-#define SND_RHYTHMLOOP 31
-#define SND_ROAAAR 32
-#define SND_ROEHR 33
-#define SND_RUMMS 34
-#define SND_SCHLOPP 35
-#define SND_SCHLURF 36
-#define SND_SCHRFF 37
-#define SND_SCHWIRR 38
-#define SND_SIRR 39
-#define SND_SLURP 40
-#define SND_SPROING 41
-#define SND_WARNTON 42
-#define SND_WHOOSH 43
-#define SND_ZISCH 44
-#define SND_SP_BASE 45
-#define SND_SP_INFOTRON 46
-#define SND_SP_ZONKDOWN 47
-#define SND_SP_ZONKPUSH 48
-#define SND_SP_BUG 49
-#define SND_SP_BOOM 50
-#define SND_SP_BOOOM 51
-#define SND_SP_EXIT 52
-#define SND_EMPTY 53
-#define SND_GATE 54
-
-#define NUM_SOUNDS 55
-
-
-/* values for animation action types */
-#define GFX_ACTION_UNKNOWN 0
-#define GFX_ACTION_DEFAULT 1
-#define GFX_ACTION_WAITING 2
-#define GFX_ACTION_MOVING 3
-#define GFX_ACTION_DIGGING 4
-#define GFX_ACTION_COLLECTING 5
-#define GFX_ACTION_PUSHING 6
-#define GFX_ACTION_PASSING 7
-#define GFX_ACTION_IMPACT 8
-#define GFX_ACTION_ACTIVATING 9
-#define GFX_ACTION_BURNING 10
-#define GFX_ACTION_OTHER 11
-
-#define NUM_GFX_ACTIONS 12
-#define NUM_GFX_ACTIONS_MAPPED 6
-
-
-/* values for image configuration suffixes */
-#define GFX_ARG_XPOS 0
-#define GFX_ARG_YPOS 1
-#define GFX_ARG_FRAMES 2
-#define GFX_ARG_DELAY 3
-#define GFX_ARG_PINGPONG 4
-#define GFX_ARG_PINGPONG2 5
-#define GFX_ARG_REVERSE 6
-#define GFX_ARG_GLOBAL_SYNC 7
-#define GFX_ARG_VERTICAL 8
-
-/* values for image configuration */
-#define IMG_EMPTY_SPACE 0
-#define IMG_SAND 1
-#define IMG_SAND_CRUMBLED 2
-#define IMG_QUICKSAND_EMPTY 3
-#define IMG_QUICKSAND_FULL 4
-#define IMG_QUICKSAND_SLIPPING_THROUGH 5
-#define IMG_STEELWALL 6
-#define IMG_WALL 7
-#define IMG_WALL_CRUMBLED 8
-#define IMG_EMERALD 9
-#define IMG_EMERALD_FALLING 10
-#define IMG_DIAMOND 11
-#define IMG_DIAMOND_FALLING 12
-#define IMG_ROCK 13
-#define IMG_ROCK_FALLING 14
-#define IMG_ROCK_PUSHING 15
-#define IMG_ACIDPOOL_TOPLEFT 16
-#define IMG_ACIDPOOL_TOPRIGHT 17
-#define IMG_ACIDPOOL_BOTTOMLEFT 18
-#define IMG_ACIDPOOL_BOTTOM 19
-#define IMG_ACIDPOOL_BOTTOMRIGHT 20
-#define IMG_ACID 21
-#define IMG_KEY1 22
-#define IMG_KEY2 23
-#define IMG_KEY3 24
-#define IMG_KEY4 25
-#define IMG_GAMEOFLIFE 26
-#define IMG_BIOMAZE 27
-#define IMG_BOMB 28
-#define IMG_NUT 29
-#define IMG_NUT_CRACKING 30
-#define IMG_GATE1 31
-#define IMG_GATE2 32
-#define IMG_GATE3 33
-#define IMG_GATE4 34
-#define IMG_GATE1_GRAY 35
-#define IMG_GATE2_GRAY 36
-#define IMG_GATE3_GRAY 37
-#define IMG_GATE4_GRAY 38
-#define IMG_DYNAMITE 39
-#define IMG_DYNAMITE_BURNING 40
-#define IMG_SPACESHIP_RIGHT 41
-#define IMG_SPACESHIP_UP 42
-#define IMG_SPACESHIP_LEFT 43
-#define IMG_SPACESHIP_DOWN 44
-#define IMG_BUG_RIGHT 45
-#define IMG_BUG_UP 46
-#define IMG_BUG_LEFT 47
-#define IMG_BUG_DOWN 48
-#define IMG_PACMAN_RIGHT 49
-#define IMG_PACMAN_UP 50
-#define IMG_PACMAN_LEFT 51
-#define IMG_PACMAN_DOWN 52
-#define IMG_EXPLOSION 53
-#define IMG_YAMYAM 54
-#define IMG_YAMYAM_MOVING 55
-#define IMG_ROBOT 56
-#define IMG_ROBOT_WHEEL 57
-#define IMG_AMOEBA_DROP 58
-#define IMG_AMOEBA_GROWING 59
-#define IMG_AMOEBA 60
-#define IMG_AMOEBA_DEAD 61
-#define IMG_LAMP_OFF 62
-#define IMG_LAMP_ON 63
-#define IMG_TIME_ORB_FULL 64
-#define IMG_TIME_ORB_EMPTY 65
-#define IMG_BD_AMOEBA 66
-#define IMG_SOKOBAN_OBJECT 67
-#define IMG_SOKOBAN_FIELD_EMPTY 68
-#define IMG_SOKOBAN_FIELD_FULL 69
-#define IMG_MAGIC_WALL 70
-#define IMG_MAGIC_WALL_RUNNING 71
-#define IMG_BD_MAGIC_WALL 72
-#define IMG_BD_MAGIC_WALL_RUNNING 73
-#define IMG_WALL_EMERALD 74
-#define IMG_WALL_DIAMOND 75
-#define IMG_WALL_EMERALD_RED 76
-#define IMG_WALL_EMERALD_PURPLE 77
-#define IMG_WALL_EMERALD_YELLOW 78
-#define IMG_WALL_BD_DIAMOND 79
-#define IMG_EMERALD_RED 80
-#define IMG_EMERALD_RED_FALLING 81
-#define IMG_EMERALD_PURPLE 82
-#define IMG_EMERALD_PURPLE_FALLING 83
-#define IMG_EMERALD_YELLOW 84
-#define IMG_EMERALD_YELLOW_FALLING 85
-#define IMG_WALL_GROWING_XY 86
-#define IMG_WALL_GROWING_X 87
-#define IMG_WALL_GROWING_Y 88
-#define IMG_DYNABOMB_XL 89
-#define IMG_BLACK_ORB 90
-#define IMG_SPEED_PILL 91
-#define IMG_BD_DIAMOND 92
-#define IMG_BD_DIAMOND_FALLING 93
-#define IMG_WALL_GROWING_RIGHT 94
-#define IMG_WALL_GROWING_LEFT 95
-#define IMG_EXIT_CLOSED 96
-#define IMG_EXIT_OPENING 97
-#define IMG_EXIT_OPEN 98
-#define IMG_DARK_YAMYAM 99
-#define IMG_DYNABOMB_BURNING 100
-#define IMG_DYNABOMB_NR 101
-#define IMG_DYNABOMB_SZ 102
-#define IMG_ARROW_LEFT 103
-#define IMG_ARROW_RIGHT 104
-#define IMG_ARROW_UP 105
-#define IMG_ARROW_DOWN 106
-#define IMG_BD_BUTTERFLY 107
-#define IMG_BD_BUTTERFLY_MOVING 108
-#define IMG_BD_BUTTERFLY_RIGHT 109
-#define IMG_BD_BUTTERFLY_UP 110
-#define IMG_BD_BUTTERFLY_LEFT 111
-#define IMG_BD_BUTTERFLY_DOWN 112
-#define IMG_BD_FIREFLY 113
-#define IMG_BD_FIREFLY_MOVING 114
-#define IMG_BD_FIREFLY_RIGHT 115
-#define IMG_BD_FIREFLY_UP 116
-#define IMG_BD_FIREFLY_LEFT 117
-#define IMG_BD_FIREFLY_DOWN 118
-#define IMG_STEELWALL_TOPLEFT 119
-#define IMG_STEELWALL_TOPRIGHT 120
-#define IMG_STEELWALL_BOTTOMLEFT 121
-#define IMG_STEELWALL_BOTTOMRIGHT 122
-#define IMG_STEELWALL_HORIZONTAL 123
-#define IMG_INVISIBLE_STEELWALL_TOPLEFT 124
-#define IMG_INVISIBLE_STEELWALL_TOPRIGHT 125
-#define IMG_INVISIBLE_STEELWALL_BOTTOMLEFT 126
-#define IMG_INVISIBLE_STEELWALL_BOTTOMRIGHT 127
-#define IMG_INVISIBLE_STEELWALL_HORIZONTAL 128
-#define IMG_PLAYER1_DOWN 129
-#define IMG_PLAYER1_DOWN_MOVING 130
-#define IMG_PLAYER1_DOWN_DIGGING 131
-#define IMG_PLAYER1_UP 132
-#define IMG_PLAYER1_UP_MOVING 133
-#define IMG_PLAYER1_UP_DIGGING 134
-#define IMG_PLAYER1_LEFT 135
-#define IMG_PLAYER1_LEFT_MOVING 136
-#define IMG_PLAYER1_LEFT_DIGGING 137
-#define IMG_PLAYER1_LEFT_PUSHING 138
-#define IMG_PLAYER1_RIGHT 139
-#define IMG_PLAYER1_RIGHT_MOVING 140
-#define IMG_PLAYER1_RIGHT_DIGGING 141
-#define IMG_PLAYER1_RIGHT_PUSHING 142
-#define IMG_PLAYER2_DOWN 143
-#define IMG_PLAYER2_DOWN_MOVING 144
-#define IMG_PLAYER2_DOWN_DIGGING 145
-#define IMG_PLAYER2_UP 146
-#define IMG_PLAYER2_UP_MOVING 147
-#define IMG_PLAYER2_UP_DIGGING 148
-#define IMG_PLAYER2_LEFT 149
-#define IMG_PLAYER2_LEFT_MOVING 150
-#define IMG_PLAYER2_LEFT_DIGGING 151
-#define IMG_PLAYER2_LEFT_PUSHING 152
-#define IMG_PLAYER2_RIGHT 153
-#define IMG_PLAYER2_RIGHT_MOVING 154
-#define IMG_PLAYER2_RIGHT_DIGGING 155
-#define IMG_PLAYER2_RIGHT_PUSHING 156
-#define IMG_PLAYER3_DOWN 157
-#define IMG_PLAYER3_DOWN_MOVING 158
-#define IMG_PLAYER3_DOWN_DIGGING 159
-#define IMG_PLAYER3_UP 160
-#define IMG_PLAYER3_UP_MOVING 161
-#define IMG_PLAYER3_UP_DIGGING 162
-#define IMG_PLAYER3_LEFT 163
-#define IMG_PLAYER3_LEFT_MOVING 164
-#define IMG_PLAYER3_LEFT_DIGGING 165
-#define IMG_PLAYER3_LEFT_PUSHING 166
-#define IMG_PLAYER3_RIGHT 167
-#define IMG_PLAYER3_RIGHT_MOVING 168
-#define IMG_PLAYER3_RIGHT_DIGGING 169
-#define IMG_PLAYER3_RIGHT_PUSHING 170
-#define IMG_PLAYER4_DOWN 171
-#define IMG_PLAYER4_DOWN_MOVING 172
-#define IMG_PLAYER4_DOWN_DIGGING 173
-#define IMG_PLAYER4_UP 174
-#define IMG_PLAYER4_UP_MOVING 175
-#define IMG_PLAYER4_UP_DIGGING 176
-#define IMG_PLAYER4_LEFT 177
-#define IMG_PLAYER4_LEFT_MOVING 178
-#define IMG_PLAYER4_LEFT_DIGGING 179
-#define IMG_PLAYER4_LEFT_PUSHING 180
-#define IMG_PLAYER4_RIGHT 181
-#define IMG_PLAYER4_RIGHT_MOVING 182
-#define IMG_PLAYER4_RIGHT_DIGGING 183
-#define IMG_PLAYER4_RIGHT_PUSHING 184
-#define IMG_WALL_GROWING_DOWN 185
-#define IMG_WALL_GROWING_UP 186
-#define IMG_SHIELD_PASSIVE_ACTIVATED 187
-#define IMG_SHIELD_ACTIVE_ACTIVATED 188
-#define IMG_PIG_DOWN 189
-#define IMG_PIG_DOWN_MOVING 190
-#define IMG_PIG_DOWN_EATING 191
-#define IMG_PIG_UP 192
-#define IMG_PIG_UP_MOVING 193
-#define IMG_PIG_UP_EATING 194
-#define IMG_PIG_LEFT 195
-#define IMG_PIG_LEFT_MOVING 196
-#define IMG_PIG_LEFT_EATING 197
-#define IMG_PIG_RIGHT 198
-#define IMG_PIG_RIGHT_MOVING 199
-#define IMG_PIG_RIGHT_EATING 200
-#define IMG_DRAGON_DOWN 201
-#define IMG_DRAGON_DOWN_MOVING 202
-#define IMG_DRAGON_DOWN_ATTACKING 203
-#define IMG_DRAGON_UP 204
-#define IMG_DRAGON_UP_MOVING 205
-#define IMG_DRAGON_UP_ATTACKING 206
-#define IMG_DRAGON_LEFT 207
-#define IMG_DRAGON_LEFT_MOVING 208
-#define IMG_DRAGON_LEFT_ATTACKING 209
-#define IMG_DRAGON_RIGHT 210
-#define IMG_DRAGON_RIGHT_MOVING 211
-#define IMG_DRAGON_RIGHT_ATTACKING 212
-#define IMG_MOLE_DOWN 213
-#define IMG_MOLE_DOWN_MOVING 214
-#define IMG_MOLE_DOWN_DIGGING 215
-#define IMG_MOLE_UP 216
-#define IMG_MOLE_UP_MOVING 217
-#define IMG_MOLE_UP_DIGGING 218
-#define IMG_MOLE_LEFT 219
-#define IMG_MOLE_LEFT_MOVING 220
-#define IMG_MOLE_LEFT_DIGGING 221
-#define IMG_MOLE_RIGHT 222
-#define IMG_MOLE_RIGHT_MOVING 223
-#define IMG_MOLE_RIGHT_DIGGING 224
-#define IMG_PENGUIN_DOWN 225
-#define IMG_PENGUIN_DOWN_MOVING 226
-#define IMG_PENGUIN_UP 227
-#define IMG_PENGUIN_UP_MOVING 228
-#define IMG_PENGUIN_LEFT 229
-#define IMG_PENGUIN_LEFT_MOVING 230
-#define IMG_PENGUIN_RIGHT 231
-#define IMG_PENGUIN_RIGHT_MOVING 232
-#define IMG_SATELLITE 233
-#define IMG_SATELLITE_MOVING 234
-#define IMG_ACID_SPLASHING_LEFT 235
-#define IMG_ACID_SPLASHING_RIGHT 236
-#define IMG_SPARKLING_BLUE 237
-#define IMG_SPARKLING_WHITE 238
-#define IMG_FLAMES_LEFT1 239
-#define IMG_FLAMES_LEFT2 240
-#define IMG_FLAMES_LEFT3 241
-#define IMG_FLAMES_RIGHT1 242
-#define IMG_FLAMES_RIGHT2 243
-#define IMG_FLAMES_RIGHT3 244
-#define IMG_FLAMES_UP1 245
-#define IMG_FLAMES_UP2 246
-#define IMG_FLAMES_UP3 247
-#define IMG_FLAMES_DOWN1 248
-#define IMG_FLAMES_DOWN2 249
-#define IMG_FLAMES_DOWN3 250
-#define IMG_SP_EMPTY_SPACE 251
-#define IMG_SP_ZONK 252
-#define IMG_SP_ZONK_FALLING 253
-#define IMG_SP_ZONK_PUSHING 254
-#define IMG_SP_BASE 255
-#define IMG_SP_MURPHY 256
-#define IMG_SP_MURPHY_LEFT 257
-#define IMG_SP_MURPHY_LEFT_MOVING 258
-#define IMG_SP_MURPHY_LEFT_DIGGING 259
-#define IMG_SP_MURPHY_LEFT_PUSHING 260
-#define IMG_SP_MURPHY_LEFT_SNAPPING 261
-#define IMG_SP_MURPHY_RIGHT 262
-#define IMG_SP_MURPHY_RIGHT_MOVING 263
-#define IMG_SP_MURPHY_RIGHT_DIGGING 264
-#define IMG_SP_MURPHY_RIGHT_PUSHING 265
-#define IMG_SP_MURPHY_RIGHT_SNAPPING 266
-#define IMG_SP_MURPHY_UP 267
-#define IMG_SP_MURPHY_UP_SNAPPING 268
-#define IMG_SP_MURPHY_DOWN 269
-#define IMG_SP_MURPHY_DOWN_SNAPPING 270
-#define IMG_SP_MURPHY_CLONE 271
-#define IMG_SP_INFOTRON 272
-#define IMG_SP_INFOTRON_FALLING 273
-#define IMG_SP_CHIP_SINGLE 274
-#define IMG_SP_CHIP_LEFT 275
-#define IMG_SP_CHIP_RIGHT 276
-#define IMG_SP_CHIP_UPPER 277
-#define IMG_SP_CHIP_LOWER 278
-#define IMG_SP_HARD_GRAY 279
-#define IMG_SP_HARD_GREEN 280
-#define IMG_SP_HARD_BLUE 281
-#define IMG_SP_HARD_RED 282
-#define IMG_SP_HARD_YELLOW 283
-#define IMG_SP_EXIT_CLOSED 284
-#define IMG_SP_EXIT_OPEN 285
-#define IMG_SP_DISK_ORANGE 286
-#define IMG_SP_DISK_ORANGE_FALLING 287
-#define IMG_SP_DISK_ORANGE_PUSHING 288
-#define IMG_SP_DISK_YELLOW 289
-#define IMG_SP_DISK_YELLOW_PUSHING 290
-#define IMG_SP_DISK_RED 291
-#define IMG_SP_DISK_RED_COLLECTING 292
-#define IMG_SP_PORT1_RIGHT 293
-#define IMG_SP_PORT1_DOWN 294
-#define IMG_SP_PORT1_LEFT 295
-#define IMG_SP_PORT1_UP 296
-#define IMG_SP_PORT2_RIGHT 297
-#define IMG_SP_PORT2_DOWN 298
-#define IMG_SP_PORT2_LEFT 299
-#define IMG_SP_PORT2_UP 300
-#define IMG_SP_PORT_X 301
-#define IMG_SP_PORT_Y 302
-#define IMG_SP_PORT_XY 303
-#define IMG_SP_SNIKSNAK 304
-#define IMG_SP_SNIKSNAK_LEFT 305
-#define IMG_SP_SNIKSNAK_RIGHT 306
-#define IMG_SP_SNIKSNAK_UP 307
-#define IMG_SP_SNIKSNAK_DOWN 308
-#define IMG_SP_ELECTRON 309
-#define IMG_SP_TERMINAL 310
-#define IMG_SP_TERMINAL_ACTIVE 311
-#define IMG_SP_BUGGY_BASE 312
-#define IMG_SP_BUGGY_BASE_ACTIVATING 313
-#define IMG_SP_HARD_BASE1 314
-#define IMG_SP_HARD_BASE2 315
-#define IMG_SP_HARD_BASE3 316
-#define IMG_SP_HARD_BASE4 317
-#define IMG_SP_HARD_BASE5 318
-#define IMG_SP_HARD_BASE6 319
-#define IMG_INVISIBLE_STEELWALL 320
-#define IMG_INVISIBLE_STEELWALL_ON 321
-#define IMG_INVISIBLE_SAND 322
-#define IMG_INVISIBLE_SAND_ON 323
-#define IMG_INVISIBLE_WALL 324
-#define IMG_INVISIBLE_WALL_ON 325
-#define IMG_EM_KEY1 326
-#define IMG_EM_KEY2 327
-#define IMG_EM_KEY3 328
-#define IMG_EM_KEY4 329
-#define IMG_EM_GATE1 330
-#define IMG_EM_GATE2 331
-#define IMG_EM_GATE3 332
-#define IMG_EM_GATE4 333
-#define IMG_EM_GATE1_GRAY 334
-#define IMG_EM_GATE2_GRAY 335
-#define IMG_EM_GATE3_GRAY 336
-#define IMG_EM_GATE4_GRAY 337
-#define IMG_SP_EXPLOSION 338
-#define IMG_SP_EXPLOSION_INFOTRON 339
-#define IMG_CONVEYOR_BELT1_MIDDLE 340
-#define IMG_CONVEYOR_BELT1_MIDDLE_RUNNING 341
-#define IMG_CONVEYOR_BELT1_LEFT 342
-#define IMG_CONVEYOR_BELT1_LEFT_RUNNING 343
-#define IMG_CONVEYOR_BELT1_RIGHT 344
-#define IMG_CONVEYOR_BELT1_RIGHT_RUNNING 345
-#define IMG_CONVEYOR_BELT1_SWITCH_LEFT 346
-#define IMG_CONVEYOR_BELT1_SWITCH_MIDDLE 347
-#define IMG_CONVEYOR_BELT1_SWITCH_RIGHT 348
-#define IMG_CONVEYOR_BELT2_MIDDLE 349
-#define IMG_CONVEYOR_BELT2_MIDDLE_RUNNING 350
-#define IMG_CONVEYOR_BELT2_LEFT 351
-#define IMG_CONVEYOR_BELT2_LEFT_RUNNING 352
-#define IMG_CONVEYOR_BELT2_RIGHT 353
-#define IMG_CONVEYOR_BELT2_RIGHT_RUNNING 354
-#define IMG_CONVEYOR_BELT2_SWITCH_LEFT 355
-#define IMG_CONVEYOR_BELT2_SWITCH_MIDDLE 356
-#define IMG_CONVEYOR_BELT2_SWITCH_RIGHT 357
-#define IMG_CONVEYOR_BELT3_MIDDLE 358
-#define IMG_CONVEYOR_BELT3_MIDDLE_RUNNING 359
-#define IMG_CONVEYOR_BELT3_LEFT 360
-#define IMG_CONVEYOR_BELT3_LEFT_RUNNING 361
-#define IMG_CONVEYOR_BELT3_RIGHT 362
-#define IMG_CONVEYOR_BELT3_RIGHT_RUNNING 363
-#define IMG_CONVEYOR_BELT3_SWITCH_LEFT 364
-#define IMG_CONVEYOR_BELT3_SWITCH_MIDDLE 365
-#define IMG_CONVEYOR_BELT3_SWITCH_RIGHT 366
-#define IMG_CONVEYOR_BELT4_MIDDLE 367
-#define IMG_CONVEYOR_BELT4_MIDDLE_RUNNING 368
-#define IMG_CONVEYOR_BELT4_LEFT 369
-#define IMG_CONVEYOR_BELT4_LEFT_RUNNING 370
-#define IMG_CONVEYOR_BELT4_RIGHT 371
-#define IMG_CONVEYOR_BELT4_RIGHT_RUNNING 372
-#define IMG_CONVEYOR_BELT4_SWITCH_LEFT 373
-#define IMG_CONVEYOR_BELT4_SWITCH_MIDDLE 374
-#define IMG_CONVEYOR_BELT4_SWITCH_RIGHT 375
-#define IMG_SWITCHGATE_SWITCH_UP 376
-#define IMG_SWITCHGATE_SWITCH_DOWN 377
-#define IMG_LIGHT_SWITCH_OFF 378
-#define IMG_LIGHT_SWITCH_ON 379
-#define IMG_TIMEGATE_WHEEL 380
-#define IMG_TIMEGATE_WHEEL_RUNNING 381
-#define IMG_ENVELOPE 382
-#define IMG_SIGN_EXCLAMATION 383
-#define IMG_SIGN_STOP 384
-#define IMG_LANDMINE 385
-#define IMG_STEELWALL_SLANTED 386
-#define IMG_EXTRA_TIME 387
-#define IMG_SHIELD_ACTIVE 388
-#define IMG_SHIELD_PASSIVE 389
-#define IMG_SWITCHGATE_CLOSED 390
-#define IMG_SWITCHGATE_OPENING 391
-#define IMG_SWITCHGATE_OPEN 392
-#define IMG_SWITCHGATE_CLOSING 393
-#define IMG_TIMEGATE_CLOSED 394
-#define IMG_TIMEGATE_OPENING 395
-#define IMG_TIMEGATE_OPEN 396
-#define IMG_TIMEGATE_CLOSING 397
-#define IMG_BALLOON 398
-#define IMG_BALLOON_MOVING 399
-#define IMG_BALLOON_WINDROSE_LEFT 400
-#define IMG_BALLOON_WINDROSE_RIGHT 401
-#define IMG_BALLOON_WINDROSE_UP 402
-#define IMG_BALLOON_WINDROSE_DOWN 403
-#define IMG_BALLOON_WINDROSE_ALL 404
-#define IMG_EMC_STEELWALL1 405
-#define IMG_EMC_STEELWALL2 406
-#define IMG_EMC_STEELWALL3 407
-#define IMG_EMC_STEELWALL4 408
-#define IMG_EMC_WALL_PILLAR_UPPER 409
-#define IMG_EMC_WALL_PILLAR_MIDDLE 410
-#define IMG_EMC_WALL_PILLAR_LOWER 411
-#define IMG_EMC_WALL4 412
-#define IMG_EMC_WALL5 413
-#define IMG_EMC_WALL6 414
-#define IMG_EMC_WALL7 415
-#define IMG_EMC_WALL8 416
-#define IMG_ARROW_BLUE_LEFT 417
-#define IMG_ARROW_BLUE_RIGHT 418
-#define IMG_ARROW_BLUE_UP 419
-#define IMG_ARROW_BLUE_DOWN 420
-#define IMG_ARROW_RED_LEFT 421
-#define IMG_ARROW_RED_RIGHT 422
-#define IMG_ARROW_RED_UP 423
-#define IMG_ARROW_RED_DOWN 424
-#define IMG_SCROLLBAR_BLUE 425
-#define IMG_SCROLLBAR_RED 426
-#define IMG_SCROLLBAR_GREEN 427
-#define IMG_SCROLLBAR_YELLOW 428
-#define IMG_PEARL 429
-#define IMG_PEARL_BREAKING 430
-#define IMG_CRYSTAL 431
-#define IMG_WALL_PEARL 432
-#define IMG_WALL_CRYSTAL 433
-#define IMG_SPRING 434
-#define IMG_TUBE_RIGHT_DOWN 435
-#define IMG_TUBE_HORIZONTAL_DOWN 436
-#define IMG_TUBE_LEFT_DOWN 437
-#define IMG_TUBE_HORIZONTAL 438
-#define IMG_TUBE_VERTICAL_RIGHT 439
-#define IMG_TUBE_ALL 440
-#define IMG_TUBE_VERTICAL_LEFT 441
-#define IMG_TUBE_VERTICAL 442
-#define IMG_TUBE_RIGHT_UP 443
-#define IMG_TUBE_HORIZONTAL_UP 444
-#define IMG_TUBE_LEFT_UP 445
-#define IMG_TRAP_INACTIVE 446
-#define IMG_TRAP_ACTIVE 447
-#define IMG_TRAP_ACTIVATING 448
-#define IMG_BD_WALL 449
-#define IMG_BD_ROCK 450
-#define IMG_BD_ROCK_FALLING 451
-#define IMG_BD_ROCK_PUSHING 452
-#define IMG_DX_BOMB 453
-
-#define NUM_IMAGE_FILES 454
-
-
-/* values for sound configuration suffixes */
-/* (currently none) */
-
-/* values for sound configuration */
-#define SND_BD_EMPTY_SPACE_DIGGING 0
-#define SND_BD_SAND_DIGGING 1
-#define SND_BD_DIAMOND_COLLECTING 2
-#define SND_BD_DIAMOND_IMPACT 3
-#define SND_BD_ROCK_PUSHING 4
-#define SND_BD_ROCK_IMPACT 5
-#define SND_BD_MAGIC_WALL_ACTIVATING 6
-#define SND_BD_MAGIC_WALL_CHANGING 7
-#define SND_BD_MAGIC_WALL_RUNNING 8
-#define SND_BD_AMOEBA_WAITING 9
-#define SND_BD_AMOEBA_CREATING 10
-#define SND_BD_AMOEBA_TURNING_TO_GEM 11
-#define SND_BD_AMOEBA_TURNING_TO_ROCK 12
-#define SND_BD_BUTTERFLY_MOVING 13
-#define SND_BD_BUTTERFLY_WAITING 14
-#define SND_BD_FIREFLY_MOVING 15
-#define SND_BD_FIREFLY_WAITING 16
-#define SND_BD_EXIT_ENTERING 17
-#define SND_SP_EMPTY_SPACE_DIGGING 18
-#define SND_SP_BASE_DIGGING 19
-#define SND_SP_BUGGY_BASE_DIGGING 20
-#define SND_SP_BUGGY_BASE_ACTIVATING 21
-#define SND_SP_INFOTRON_COLLECTING 22
-#define SND_SP_INFOTRON_IMPACT 23
-#define SND_SP_ZONK_PUSHING 24
-#define SND_SP_ZONK_IMPACT 25
-#define SND_SP_DISK_RED_COLLECTING 26
-#define SND_SP_DISK_ORANGE_PUSHING 27
-#define SND_SP_DISK_YELLOW_PUSHING 28
-#define SND_SP_PORT_PASSING 29
-#define SND_SP_EXIT_ENTERING 30
-#define SND_SP_ELEMENT_EXPLODING 31
-#define SND_SP_SNIKSNAK_MOVING 32
-#define SND_SP_SNIKSNAK_WAITING 33
-#define SND_SP_ELECTRON_MOVING 34
-#define SND_SP_ELECTRON_WAITING 35
-#define SND_SP_TERMINAL_ACTIVATING 36
-#define SND_SOKOBAN_OBJECT_PUSHING 37
-#define SND_SOKOBAN_FIELD_FILLING 38
-#define SND_SOKOBAN_FIELD_CLEARING 39
-#define SND_SOKOBAN_GAME_SOLVING 40
-#define SND_EMPTY_SPACE_DIGGING 41
-#define SND_SAND_DIGGING 42
-#define SND_EMERALD_COLLECTING 43
-#define SND_EMERALD_IMPACT 44
-#define SND_DIAMOND_COLLECTING 45
-#define SND_DIAMOND_IMPACT 46
-#define SND_DIAMOND_BREAKING 47
-#define SND_ROCK_PUSHING 48
-#define SND_ROCK_IMPACT 49
-#define SND_BOMB_PUSHING 50
-#define SND_NUT_PUSHING 51
-#define SND_NUT_CRACKING 52
-#define SND_NUT_IMPACT 53
-#define SND_DYNAMITE_COLLECTING 54
-#define SND_DYNAMITE_PLACING 55
-#define SND_DYNAMITE_BURNING 56
-#define SND_KEY_COLLECTING 57
-#define SND_GATE_PASSING 58
-#define SND_BUG_MOVING 59
-#define SND_BUG_WAITING 60
-#define SND_SPACESHIP_MOVING 61
-#define SND_SPACESHIP_WAITING 62
-#define SND_YAMYAM_MOVING 63
-#define SND_YAMYAM_WAITING 64
-#define SND_YAMYAM_EATING_DIAMOND 65
-#define SND_ROBOT_STEPPING 66
-#define SND_ROBOT_WAITING 67
-#define SND_ROBOT_WHEEL_ACTIVATING 68
-#define SND_ROBOT_WHEEL_RUNNING 69
-#define SND_MAGIC_WALL_ACTIVATING 70
-#define SND_MAGIC_WALL_CHANGING 71
-#define SND_MAGIC_WALL_RUNNING 72
-#define SND_AMOEBA_WAITING 73
-#define SND_AMOEBA_CREATING 74
-#define SND_AMOEBA_DROPPING 75
-#define SND_ACID_SPLASHING 76
-#define SND_QUICKSAND_FILLING 77
-#define SND_QUICKSAND_SLIPPING_THROUGH 78
-#define SND_QUICKSAND_EMPTYING 79
-#define SND_EXIT_OPENING 80
-#define SND_EXIT_ENTERING 81
-#define SND_BALLOON_MOVING 82
-#define SND_BALLOON_WAITING 83
-#define SND_BALLOON_PUSHING 84
-#define SND_BALLOON_SWITCH_ACTIVATING 85
-#define SND_SPRING_MOVING 86
-#define SND_SPRING_PUSHING 87
-#define SND_SPRING_IMPACT 88
-#define SND_WALL_GROWING 89
-#define SND_PEARL_COLLECTING 90
-#define SND_PEARL_BREAKING 91
-#define SND_PEARL_IMPACT 92
-#define SND_CRYSTAL_COLLECTING 93
-#define SND_CRYSTAL_IMPACT 94
-#define SND_ENVELOPE_COLLECTING 95
-#define SND_SAND_INVISIBLE_DIGGING 96
-#define SND_SHIELD_PASSIVE_COLLECTING 97
-#define SND_SHIELD_PASSIVE_ACTIVATED 98
-#define SND_SHIELD_ACTIVE_COLLECTING 99
-#define SND_SHIELD_ACTIVE_ACTIVATED 100
-#define SND_EXTRA_TIME_COLLECTING 101
-#define SND_MOLE_MOVING 102
-#define SND_MOLE_WAITING 103
-#define SND_MOLE_EATING_AMOEBA 104
-#define SND_SWITCHGATE_SWITCH_ACTIVATING 105
-#define SND_SWITCHGATE_OPENING 106
-#define SND_SWITCHGATE_CLOSING 107
-#define SND_SWITCHGATE_PASSING 108
-#define SND_TIMEGATE_WHEEL_ACTIVATING 109
-#define SND_TIMEGATE_WHEEL_RUNNING 110
-#define SND_TIMEGATE_OPENING 111
-#define SND_TIMEGATE_CLOSING 112
-#define SND_TIMEGATE_PASSING 113
-#define SND_CONVEYOR_BELT_SWITCH_ACTIVATING 114
-#define SND_CONVEYOR_BELT_RUNNING 115
-#define SND_LIGHT_SWITCH_ACTIVATING 116
-#define SND_LIGHT_SWITCH_DEACTIVATING 117
-#define SND_DX_BOMB_PUSHING 118
-#define SND_TRAP_INACTIVE_DIGGING 119
-#define SND_TRAP_ACTIVATING 120
-#define SND_TUBE_PASSING 121
-#define SND_AMOEBA_TURNING_TO_GEM 122
-#define SND_AMOEBA_TURNING_TO_ROCK 123
-#define SND_SPEED_PILL_COLLECTING 124
-#define SND_DYNABOMB_NR_COLLECTING 125
-#define SND_DYNABOMB_SZ_COLLECTING 126
-#define SND_DYNABOMB_XL_COLLECTING 127
-#define SND_DYNABOMB_PLACING 128
-#define SND_DYNABOMB_BURNING 129
-#define SND_SATELLITE_MOVING 130
-#define SND_SATELLITE_WAITING 131
-#define SND_SATELLITE_PUSHING 132
-#define SND_LAMP_ACTIVATING 133
-#define SND_LAMP_DEACTIVATING 134
-#define SND_TIME_ORB_FULL_COLLECTING 135
-#define SND_TIME_ORB_FULL_IMPACT 136
-#define SND_TIME_ORB_EMPTY_PUSHING 137
-#define SND_TIME_ORB_EMPTY_IMPACT 138
-#define SND_GAMEOFLIFE_WAITING 139
-#define SND_GAMEOFLIFE_CREATING 140
-#define SND_BIOMAZE_WAITING 141
-#define SND_BIOMAZE_CREATING 142
-#define SND_PACMAN_MOVING 143
-#define SND_PACMAN_WAITING 144
-#define SND_PACMAN_EATING_AMOEBA 145
-#define SND_DARK_YAMYAM_MOVING 146
-#define SND_DARK_YAMYAM_WAITING 147
-#define SND_DARK_YAMYAM_EATING_ANY 148
-#define SND_PENGUIN_MOVING 149
-#define SND_PENGUIN_WAITING 150
-#define SND_PENGUIN_ENTERING_EXIT 151
-#define SND_PIG_MOVING 152
-#define SND_PIG_WAITING 153
-#define SND_PIG_EATING_GEM 154
-#define SND_DRAGON_MOVING 155
-#define SND_DRAGON_WAITING 156
-#define SND_DRAGON_ATTACKING 157
-#define SND_PLAYER_DYING 158
-#define SND_ELEMENT_EXPLODING 159
-#define SND_GAME_STARTING 160
-#define SND_GAME_RUNNING_OUT_OF_TIME 161
-#define SND_GAME_LEVELTIME_BONUS 162
-#define SND_GAME_LOSING 163
-#define SND_GAME_WINNING 164
-#define SND_MENU_DOOR_OPENING 165
-#define SND_MENU_DOOR_CLOSING 166
-#define SND_MENU_HALL_OF_FAME 167
-#define SND_MENU_INFO_SCREEN 168
-
-#define NUM_SOUND_FILES 169
-
-
-/* values for game_status */
-#define EXITGAME 0
-#define MAINMENU 1
-#define PLAYING 2
-#define LEVELED 3
-#define HELPSCREEN 4
-#define CHOOSELEVEL 5
-#define TYPENAME 6
-#define HALLOFFAME 7
-#define SETUP 8
-
-#define PROGRAM_VERSION_MAJOR 2
-#define PROGRAM_VERSION_MINOR 1
-#define PROGRAM_VERSION_PATCH 2
-#define PROGRAM_VERSION_STRING "2.1.2"
-
-#define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
-#define PROGRAM_AUTHOR_STRING "Holger Schemel"
-#define PROGRAM_RIGHTS_STRING "Copyright ^1995-2002 by"
-#define PROGRAM_DOS_PORT_STRING "DOS port done by Guido Schulz"
-#define PROGRAM_IDENT_STRING PROGRAM_VERSION_STRING " " TARGET_STRING
-#define WINDOW_TITLE_STRING PROGRAM_TITLE_STRING " " PROGRAM_IDENT_STRING
-#define WINDOW_SUBTITLE_STRING PROGRAM_RIGHTS_STRING " " PROGRAM_AUTHOR_STRING
-#define ICON_TITLE_STRING PROGRAM_TITLE_STRING
-#define UNIX_USERDATA_DIRECTORY ".rocksndiamonds"
-#define COOKIE_PREFIX "ROCKSNDIAMONDS"
-#define FILENAME_PREFIX "Rocks"
-
-#define X11_ICON_FILENAME "rocks_icon.xbm"
-#define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
-#define MSDOS_POINTER_FILENAME "mouse.pcx"
+struct MusicPrefixInfo
+{
+ char *prefix;
+ boolean is_loop_music;
+};
-/* 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)
-#define FILE_VERSION_1_2 VERSION_IDENT(1,2,0)
-#define FILE_VERSION_1_4 VERSION_IDENT(1,4,0)
-#define FILE_VERSION_2_0 VERSION_IDENT(2,0,0)
+struct MusicFileInfo
+{
+ char *basename;
-/* 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_2_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_ACTUAL VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
- PROGRAM_VERSION_MINOR, \
- PROGRAM_VERSION_PATCH)
-
-/* for DrawGraphicAnimation() [tools.c] and AnimateToon() [cartoons.c] */
-#define ANIM_NORMAL 0
-#define ANIM_REVERSE (1 << 0)
-#define ANIM_PINGPONG (1 << 1)
-#define ANIM_PINGPONG2 (1 << 2)
-
-/* values for game_emulation */
-#define EMU_NONE 0
-#define EMU_BOULDERDASH 1
-#define EMU_SOKOBAN 2
-#define EMU_SUPAPLEX 3
-
-#endif /* MAIN_H */
+ 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_field;
+extern Bitmap *bitmap_db_panel;
+extern Bitmap *bitmap_db_door_1;
+extern Bitmap *bitmap_db_door_2;
+extern Bitmap *bitmap_db_store_1;
+extern Bitmap *bitmap_db_store_2;
+extern DrawBuffer *fieldbuffer;
+extern DrawBuffer *drawto_field;
+
+extern int game_status;
+extern boolean game_status_last_screen;
+extern boolean level_editor_test_game;
+extern boolean network_playing;
+extern boolean network_server;
+extern SDL_Thread *server_thread;
+
+extern int key_joystick_mapping;
+
+extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short Last[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 CheckImpact[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 GfxRedraw[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+
+extern int ActiveElement[MAX_NUM_ELEMENTS];
+extern int ActiveButton[NUM_IMAGE_FILES];
+extern int ActiveFont[NUM_FONTS];
+
+extern int lev_fieldx, lev_fieldy;
+extern int scroll_x, scroll_y;
+
+extern int WIN_XSIZE, WIN_YSIZE;
+extern int SCR_FIELDX, SCR_FIELDY;
+extern int REAL_SX, REAL_SY;
+extern int SX, SY;
+extern int DX, DY;
+extern int VX, VY;
+extern int EX, EY;
+extern int dDX, dDY;
+extern int FULL_SXSIZE, FULL_SYSIZE;
+extern int SXSIZE, SYSIZE;
+extern int DXSIZE, DYSIZE;
+extern int VXSIZE, VYSIZE;
+extern int EXSIZE, EYSIZE;
+extern int TILESIZE_VAR;
+
+extern int FADE_SX, FADE_SY;
+extern int FADE_SXSIZE, FADE_SYSIZE;
+
+extern int FX, FY;
+extern int ScrollStepSize;
+extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
+extern int BorderElement;
+extern int MenuFrameDelay;
+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 TimeFrames, TimePlayed, TimeLeft, TapeTime;
+
+extern boolean network_player_action_received;
+
+extern int graphics_action_mapping[];
+
+extern struct LevelInfo level, level_template;
+extern struct HiScore highscore[];
+extern struct TapeInfo tape;
+extern struct GlobalInfo global;
+extern struct BorderInfo border;
+extern struct ViewportInfo viewport;
+extern struct TitleFadingInfo fading;
+extern struct TitleFadingInfo fading_none;
+extern struct TitleFadingInfo title_initial_first_default;
+extern struct TitleFadingInfo title_initial_default;
+extern struct TitleFadingInfo title_first_default;
+extern struct TitleFadingInfo title_default;
+extern struct TitleMessageInfo titlescreen_initial_first_default;
+extern struct TitleMessageInfo titlescreen_initial_first[];
+extern struct TitleMessageInfo titlescreen_initial_default;
+extern struct TitleMessageInfo titlescreen_initial[];
+extern struct TitleMessageInfo titlescreen_first_default;
+extern struct TitleMessageInfo titlescreen_first[];
+extern struct TitleMessageInfo titlescreen_default;
+extern struct TitleMessageInfo titlescreen[];
+extern struct TitleMessageInfo titlemessage_initial_first_default;
+extern struct TitleMessageInfo titlemessage_initial_first[];
+extern struct TitleMessageInfo titlemessage_initial_default;
+extern struct TitleMessageInfo titlemessage_initial[];
+extern struct TitleMessageInfo titlemessage_first_default;
+extern struct TitleMessageInfo titlemessage_first[];
+extern struct TitleMessageInfo titlemessage_default;
+extern struct TitleMessageInfo titlemessage[];
+extern struct TitleMessageInfo readme;
+extern struct InitInfo init, init_last;
+extern struct MenuInfo menu;
+extern struct DoorInfo door_1, door_2;
+extern struct RequestInfo request;
+extern struct PreviewInfo preview;
+extern struct EditorInfo editor;
+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 GlobalAnimInfo global_anim_info[];
+extern struct GlobalAnimNameInfo global_anim_name_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 SetupFileHash *image_config_hash;
+extern SetupFileHash *element_token_hash;
+extern SetupFileHash *graphic_token_hash;
+extern SetupFileHash *font_token_hash;
+extern SetupFileHash *hide_setup_hash;
+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