#define EL_SP_GRAVITY_OFF_PORT_LEFT 665
#define EL_SP_GRAVITY_OFF_PORT_UP 666
-#define NUM_FILE_ELEMENTS 667
+
+/* the following EMC style elements are currently not implemented in R'n'D */
+#define EL_BALLOON_SWITCH_NONE 667
+#define EL_EMC_LEVEL_BORDER 668
+#define EL_EMC_ANDROID 669
+#define EL_EMC_ANDROID_RIGHT 670
+#define EL_EMC_ANDROID_UP 671
+#define EL_EMC_ANDROID_LEFT 672
+#define EL_EMC_ANDROID_DOWN 673
+#define EL_EMC_ANDROID_LEFT_UP 674
+#define EL_EMC_ANDROID_LEFT_DOWN 675
+#define EL_EMC_ANDROID_RIGHT_UP 676
+#define EL_EMC_ANDROID_RIGHT_DOWN 677
+#define EL_EMC_GRASS 678
+#define EL_EMC_GENERATOR_BALL 679
+#define EL_EMC_GATE_1 680
+#define EL_EMC_GATE_2 681
+#define EL_EMC_GATE_3 682
+#define EL_EMC_GATE_4 683
+#define EL_EMC_GATE_5 684
+#define EL_EMC_GATE_6 685
+#define EL_EMC_GATE_7 686
+#define EL_EMC_GATE_8 687
+#define EL_EMC_GATE_1_GRAY 688
+#define EL_EMC_GATE_2_GRAY 689
+#define EL_EMC_GATE_3_GRAY 690
+#define EL_EMC_GATE_4_GRAY 691
+#define EL_EMC_GATE_5_GRAY 692
+#define EL_EMC_GATE_6_GRAY 693
+#define EL_EMC_GATE_7_GRAY 694
+#define EL_EMC_GATE_8_GRAY 695
+#define EL_EMC_KEY_1 696
+#define EL_EMC_KEY_2 697
+#define EL_EMC_KEY_3 698
+#define EL_EMC_KEY_4 799
+#define EL_EMC_KEY_5 700
+#define EL_EMC_KEY_6 701
+#define EL_EMC_KEY_7 702
+#define EL_EMC_KEY_8 703
+#define EL_EMC_BUMPER 704
+#define EL_EMC_PLANT 705
+#define EL_EMC_LENSES 706
+#define EL_EMC_MAGNIFIER 707
+
+#define NUM_FILE_ELEMENTS 708
/* "real" (and therefore drawable) runtime elements */
#define GFX_ARG_POST_DELAY_FIXED 28
#define GFX_ARG_POST_DELAY_RANDOM 29
#define GFX_ARG_NAME 30
-#define GFX_ARG_SCALE_UP 31
+#define GFX_ARG_SCALE_UP_FACTOR 31
#define NUM_GFX_ARGS 32
/* values for sound configuration suffixes */
#define SND_ARG_MODE_LOOP 0
+#define SND_ARG_VOLUME 1
+#define SND_ARG_PRIORITY 2
-#define NUM_SND_ARGS 1
+#define NUM_SND_ARGS 3
/* values for music configuration suffixes */
{
struct LevelFileInfo file_info;
+ /* level stored in native format for the native game engines */
+ struct LevelInfo_EM *native_em_level;
+
+ int game_engine_type;
+
int file_version; /* file format version the level is stored with */
int game_version; /* game release version the level was created with */
struct SoundInfo
{
boolean loop;
+ int volume;
+ int priority;
};
struct MusicInfo