#define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
#define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9)
#define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10)
-#define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 11)
-#define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 12)
-#define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 13)
+#define EL_PLAYER_IS_EXPLODING_1 (EL_FIRST_RUNTIME_UNREAL + 11)
+#define EL_PLAYER_IS_EXPLODING_2 (EL_FIRST_RUNTIME_UNREAL + 12)
+#define EL_PLAYER_IS_EXPLODING_3 (EL_FIRST_RUNTIME_UNREAL + 13)
+#define EL_PLAYER_IS_EXPLODING_4 (EL_FIRST_RUNTIME_UNREAL + 14)
+#define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 15)
+#define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 16)
+#define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 17)
/* dummy elements (never used as game elements, only used as graphics) */
-#define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 14)
+#define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 18)
#define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
#define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
{
int nr;
int type;
+ boolean packed;
+ char *basename;
char *filename;
};
int num_elements; /* number of elements in this group */
short 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 ElementInfo