+// bitmap array positions for various element sizes, if available
+//
+// for any loaded image, the "standard" size (which represents the 32x32 pixel
+// size for game elements) is always defined; other bitmap sizes may be NULL
+//
+// formats from 32x32 down to 1x1 are standard bitmap sizes for game elements
+// (used in the game, in the level editor, in the level preview etc.)
+//
+// "CUSTOM" sizes for game elements (like 64x64) may be additionally created;
+// all "OTHER" image sizes are stored if different from all other bitmap sizes,
+// which may be used "as is" by global animations (as the "standard" size used
+// normally may be wrong due to being scaled up or down to a different size if
+// the same image contains game elements in a non-standard size)
+
+#define IMG_BITMAP_32x32 0
+#define IMG_BITMAP_16x16 1
+#define IMG_BITMAP_8x8 2
+#define IMG_BITMAP_4x4 3
+#define IMG_BITMAP_2x2 4
+#define IMG_BITMAP_1x1 5
+#define IMG_BITMAP_CUSTOM 6
+#define IMG_BITMAP_OTHER 7
+
+#define NUM_IMG_BITMAPS 8
+
+// these bitmap pointers point to one of the above bitmaps (do not free them)
+#define IMG_BITMAP_PTR_GAME 8
+#define IMG_BITMAP_PTR_ORIGINAL 9
+
+#define NUM_IMG_BITMAP_POINTERS 10
+
+// this bitmap pointer points to the bitmap with default image size
+#define IMG_BITMAP_STANDARD IMG_BITMAP_32x32
+
+// maximum number of statically and dynamically defined image files
+#define MAX_IMAGE_FILES 1000000
+
+
+#define GET_BITMAP_ID_FROM_TILESIZE(x) ((x) == 1 ? IMG_BITMAP_1x1 : \
+ (x) == 2 ? IMG_BITMAP_2x2 : \
+ (x) == 4 ? IMG_BITMAP_4x4 : \
+ (x) == 8 ? IMG_BITMAP_8x8 : \
+ (x) == 16 ? IMG_BITMAP_16x16 : \
+ (x) == 32 ? IMG_BITMAP_32x32 : \
+ IMG_BITMAP_CUSTOM)
+
+#define GET_TILESIZE_FROM_BITMAP_ID(x) ((x) == IMG_BITMAP_1x1 ? 1 : \
+ (x) == IMG_BITMAP_2x2 ? 2 : \
+ (x) == IMG_BITMAP_4x4 ? 4 : \
+ (x) == IMG_BITMAP_8x8 ? 8 : \
+ (x) == IMG_BITMAP_16x16 ? 16 : \
+ (x) == IMG_BITMAP_32x32 ? 32 : \
+ 0)
+
+
+int getImageListSize(void);