#define ANIM_CE_DELAY (1 << 7)
#define ANIM_REVERSE (1 << 8)
#define ANIM_OPAQUE_PLAYER (1 << 9)
+#define ANIM_LEVEL_NR (1 << 10)
// values for special (non game element) animation modes
// (not stored in level files -- can be changed, if needed)
-#define ANIM_HORIZONTAL (1 << 10)
-#define ANIM_VERTICAL (1 << 11)
-#define ANIM_CENTERED (1 << 12)
-#define ANIM_STATIC_PANEL (1 << 13)
-#define ANIM_ALL (1 << 14)
-#define ANIM_ONCE (1 << 15)
-#define ANIM_TILED (1 << 16)
-#define ANIM_RANDOM_STATIC (1 << 17)
+#define ANIM_HORIZONTAL (1 << 11)
+#define ANIM_VERTICAL (1 << 12)
+#define ANIM_CENTERED (1 << 13)
+#define ANIM_STATIC_PANEL (1 << 14)
+#define ANIM_ALL (1 << 15)
+#define ANIM_ONCE (1 << 16)
+#define ANIM_TILED (1 << 17)
+#define ANIM_RANDOM_STATIC (1 << 18)
#define ANIM_DEFAULT ANIM_LOOP
#define POS_BOTTOM 6
#define POS_ANY 7
#define POS_CE 8
-#define POS_LAST 9
+#define POS_CE_TRIGGER 9
+#define POS_LAST 10
// values for text alignment
#define ALIGN_LEFT (1 << 0)
Bitmap *CreateBitmap(int, int, int);
void ReCreateBitmap(Bitmap **, int, int);
void FreeBitmap(Bitmap *);
+void SetBitmapAlphaNextBlit(Bitmap *, int);
void BlitBitmap(Bitmap *, Bitmap *, int, int, int, int, int, int);
void BlitBitmapTiled(Bitmap *, Bitmap *, int, int, int, int, int, int, int, int);
void FadeRectangle(int, int, int, int, int, int, int,