+/* for DigField() */
+#define DF_NO_PUSH 0
+#define DF_DIG 1
+#define DF_SNAP 2
+
+/* for MoveFigure() */
+#define MF_NO_ACTION 0
+#define MF_MOVING 1
+#define MF_ACTION 2
+
+/* for ScrollFigure() */
+#define SCROLL_INIT 0
+#define SCROLL_GO_ON 1
+
+/* for Explode() */
+#define EX_PHASE_START 0
+#define EX_NORMAL 0
+#define EX_CENTER 1
+#define EX_BORDER 2
+
+/* special positions in the game control window (relative to control window) */
+#define XX_LEVEL 37
+#define YY_LEVEL 20
+#define XX_EMERALDS 29
+#define YY_EMERALDS 54
+#define XX_DYNAMITE 29
+#define YY_DYNAMITE 89
+#define XX_KEYS 18
+#define YY_KEYS 123
+#define XX_SCORE 15
+#define YY_SCORE 159
+#define XX_TIME 29
+#define YY_TIME 194
+
+/* special positions in the game control window (relative to main window) */
+#define DX_LEVEL (DX + XX_LEVEL)
+#define DY_LEVEL (DY + YY_LEVEL)
+#define DX_EMERALDS (DX + XX_EMERALDS)
+#define DY_EMERALDS (DY + YY_EMERALDS)
+#define DX_DYNAMITE (DX + XX_DYNAMITE)
+#define DY_DYNAMITE (DY + YY_DYNAMITE)
+#define DX_KEYS (DX + XX_KEYS)
+#define DY_KEYS (DY + YY_KEYS)
+#define DX_SCORE (DX + XX_SCORE)
+#define DY_SCORE (DY + YY_SCORE)
+#define DX_TIME (DX + XX_TIME)
+#define DY_TIME (DY + YY_TIME)
+
+#define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
+ (s)==SND_NJAM || (s)==SND_MIEP)
+#define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
+ (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
+ (s)==SND_TYGER || (s)==SND_VOYAGER || \
+ (s)==SND_TWILIGHT)
+
+/* score for elements */
+#define SC_EDELSTEIN 0
+#define SC_DIAMANT 1
+#define SC_KAEFER 2
+#define SC_FLIEGER 3
+#define SC_MAMPFER 4
+#define SC_ROBOT 5
+#define SC_PACMAN 6
+#define SC_KOKOSNUSS 7
+#define SC_DYNAMIT 8
+#define SC_SCHLUESSEL 9
+#define SC_ZEITBONUS 10
+
+/* values for game_emulation */
+#define EMU_NONE 0
+#define EMU_BOULDERDASH 1
+#define EMU_SOKOBAN 2
+
+/* to control special behaviour of certain game elements */
+int game_emulation = EMU_NONE;
+
+
+