#define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
element_info[e].gfx_element : e)
+/* !!! "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 IS_PLAYER(x, y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
#define EL_TRIGGER_ELEMENT 657
#define EL_TRIGGER_PLAYER 658
-#define NUM_FILE_ELEMENTS 659
+#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
+
+#define NUM_FILE_ELEMENTS 667
/* "real" (and therefore drawable) runtime elements */
char *autoplay_leveldir;
int autoplay_level_nr;
+ char *convert_leveldir;
+ int convert_level_nr;
+
int num_toons;
float frames_per_second;