rnd-20030208-2-src
[rocksndiamonds.git] / src / main.h
index 40b0676458638b99d7c8ac6e97724c81f4707513..12d5ea2398ec471420627234ed5e6f1a1c0f4c1c 100644 (file)
@@ -1,7 +1,7 @@
 /***********************************************************
 * Rocks'n'Diamonds -- McDuffin Strikes Back!               *
 *----------------------------------------------------------*
-* (c) 1995-2001 Artsoft Entertainment                      *
+* (c) 1995-2002 Artsoft Entertainment                      *
 *               Holger Schemel                             *
 *               Detmolder Strasse 189                      *
 *               33604 Bielefeld                            *
 
 #include "libgame/libgame.h"
 
-#define WIN_XSIZE      672
-#define WIN_YSIZE      560
-
-#if !defined(PLATFORM_MSDOS)
-#define WIN_XPOS       0
-#define WIN_YPOS       0
-#else
-#define WIN_XPOS       ((XRES - WIN_XSIZE) / 2)
-#define WIN_YPOS       ((YRES - WIN_YSIZE) / 2)
-#endif
-
-#define SCR_FIELDX     17
-#define SCR_FIELDY     17
-#define MAX_BUF_XSIZE  (SCR_FIELDX + 2)
-#define MAX_BUF_YSIZE  (SCR_FIELDY + 2)
-#define MIN_LEV_FIELDX 3
-#define MIN_LEV_FIELDY 3
-#define STD_LEV_FIELDX 64
-#define STD_LEV_FIELDY 32
-#define MAX_LEV_FIELDX 128
-#define MAX_LEV_FIELDY 128
-
-#define SCREENX(a)     ((a) - scroll_x)
-#define SCREENY(a)     ((a) - scroll_y)
-#define LEVELX(a)      ((a) + scroll_x)
-#define LEVELY(a)      ((a) + scroll_y)
+#include "conf_gfx.h"  /* include auto-generated data structure definitions */
+#include "conf_snd.h"  /* include auto-generated data structure definitions */
+
+#define IMG_UNDEFINED          (-1)
+#define IMG_EMPTY              IMG_EMPTY_SPACE
+#define IMG_SP_EMPTY           IMG_SP_EMPTY_SPACE
+#define IMG_CHAR_START         IMG_CHAR_SPACE
+#define IMG_CUSTOM_START       IMG_CUSTOM_1
+
+#define SND_UNDEFINED          (-1)
+
+#define WIN_XSIZE              672
+#define WIN_YSIZE              560
+
+#define SCR_FIELDX             17
+#define SCR_FIELDY             17
+#define MAX_BUF_XSIZE          (SCR_FIELDX + 2)
+#define MAX_BUF_YSIZE          (SCR_FIELDY + 2)
+#define MIN_LEV_FIELDX         3
+#define MIN_LEV_FIELDY         3
+#define STD_LEV_FIELDX         64
+#define STD_LEV_FIELDY         32
+#define MAX_LEV_FIELDX         128
+#define MAX_LEV_FIELDY         128
+
+#define SCREENX(a)             ((a) - scroll_x)
+#define SCREENY(a)             ((a) - scroll_y)
+#define LEVELX(a)              ((a) + scroll_x)
+#define LEVELY(a)              ((a) + scroll_y)
 #define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
 #define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
 #define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
 
-/* values for 'Elementeigenschaften1' */
+/* values for 'Properties1' */
 #define EP_BIT_AMOEBALIVE      (1 << 0)
 #define EP_BIT_AMOEBOID                (1 << 1)
 #define EP_BIT_SCHLUESSEL      (1 << 2)
 #define EP_BIT_OVER_PLAYER     (1 << 30)
 #define EP_BIT_ACTIVE_BOMB     (1 << 31)
 
-/* values for 'Elementeigenschaften2' */
+/* values for 'Properties2' */
 #define EP_BIT_BELT            (1 << 0)
-#define EP_BIT_BELT_SWITCH     (1 << 1)
-#define EP_BIT_TUBE            (1 << 2)
-#define EP_BIT_EM_SLIPPERY_WALL        (1 << 3)
-
-#define IS_AMOEBALIVE(e)       (Elementeigenschaften1[e] & EP_BIT_AMOEBALIVE)
-#define IS_AMOEBOID(e)         (Elementeigenschaften1[e] & EP_BIT_AMOEBOID)
-#define IS_SCHLUESSEL(e)       (Elementeigenschaften1[e] & EP_BIT_SCHLUESSEL)
-#define IS_PFORTE(e)           (Elementeigenschaften1[e] & EP_BIT_PFORTE)
-#define IS_SOLID(e)            (Elementeigenschaften1[e] & EP_BIT_SOLID)
-#define IS_MASSIVE(e)          (Elementeigenschaften1[e] & EP_BIT_MASSIVE)
-#define IS_SLIPPERY(e)         (Elementeigenschaften1[e] & EP_BIT_SLIPPERY)
-#define IS_ENEMY(e)            (Elementeigenschaften1[e] & EP_BIT_ENEMY)
-#define IS_MAUER(e)            (Elementeigenschaften1[e] & EP_BIT_MAUER)
-#define CAN_FALL(e)            (Elementeigenschaften1[e] & EP_BIT_CAN_FALL)
-#define CAN_SMASH(e)           (Elementeigenschaften1[e] & EP_BIT_CAN_SMASH)
-#define CAN_CHANGE(e)          (Elementeigenschaften1[e] & EP_BIT_CAN_CHANGE)
-#define CAN_MOVE(e)            (Elementeigenschaften1[e] & EP_BIT_CAN_MOVE)
-#define COULD_MOVE(e)          (Elementeigenschaften1[e] & EP_BIT_COULD_MOVE)
-#define DONT_TOUCH(e)          (Elementeigenschaften1[e] & EP_BIT_DONT_TOUCH)
-#define DONT_GO_TO(e)          (Elementeigenschaften1[e] & EP_BIT_DONT_GO_TO)
-#define IS_MAMPF2(e)           (Elementeigenschaften1[e] & EP_BIT_MAMPF2)
-#define IS_CHAR(e)             (Elementeigenschaften1[e] & EP_BIT_CHAR)
-#define IS_BD_ELEMENT(e)       (Elementeigenschaften1[e] & EP_BIT_BD_ELEMENT)
-#define IS_SB_ELEMENT(e)       (Elementeigenschaften1[e] & EP_BIT_SB_ELEMENT)
-#define IS_GEM(e)              (Elementeigenschaften1[e] & EP_BIT_GEM)
-#define IS_INACTIVE(e)         (Elementeigenschaften1[e] & EP_BIT_INACTIVE)
-#define IS_EXPLOSIVE(e)                (Elementeigenschaften1[e] & EP_BIT_EXPLOSIVE)
-#define IS_MAMPF3(e)           (Elementeigenschaften1[e] & EP_BIT_MAMPF3)
-#define IS_PUSHABLE(e)         (Elementeigenschaften1[e] & EP_BIT_PUSHABLE)
-#define ELEM_IS_PLAYER(e)      (Elementeigenschaften1[e] & EP_BIT_PLAYER)
-#define HAS_CONTENT(e)         (Elementeigenschaften1[e] & EP_BIT_HAS_CONTENT)
-#define IS_EATABLE(e)          (Elementeigenschaften1[e] & EP_BIT_EATABLE)
-#define IS_SP_ELEMENT(e)       (Elementeigenschaften1[e] & EP_BIT_SP_ELEMENT)
-#define IS_QUICK_GATE(e)       (Elementeigenschaften1[e] & EP_BIT_QUICK_GATE)
-#define IS_OVER_PLAYER(e)      (Elementeigenschaften1[e] & EP_BIT_OVER_PLAYER)
-#define IS_ACTIVE_BOMB(e)      (Elementeigenschaften1[e] & EP_BIT_ACTIVE_BOMB)
-#define IS_BELT(e)             (Elementeigenschaften2[e] & EP_BIT_BELT)
-#define IS_BELT_SWITCH(e)      (Elementeigenschaften2[e] & EP_BIT_BELT_SWITCH)
-#define IS_TUBE(e)             (Elementeigenschaften2[e] & EP_BIT_TUBE)
-#define IS_EM_SLIPPERY_WALL(e) (Elementeigenschaften2[e] & EP_BIT_EM_SLIPPERY_WALL)
+#define EP_BIT_BELT_ACTIVE     (1 << 1)
+#define EP_BIT_BELT_SWITCH     (1 << 2)
+#define EP_BIT_TUBE            (1 << 3)
+#define EP_BIT_EM_SLIPPERY_WALL        (1 << 4)
+
+#define EP_BITMASK_DEFAULT     0
+
+#define IS_AMOEBALIVE(e)       (Properties1[e] & EP_BIT_AMOEBALIVE)
+#define IS_AMOEBOID(e)         (Properties1[e] & EP_BIT_AMOEBOID)
+#define IS_SCHLUESSEL(e)       (Properties1[e] & EP_BIT_SCHLUESSEL)
+#define IS_PFORTE(e)           (Properties1[e] & EP_BIT_PFORTE)
+#define IS_SOLID(e)            (Properties1[e] & EP_BIT_SOLID)
+#define IS_MASSIVE(e)          (Properties1[e] & EP_BIT_MASSIVE)
+#define IS_SLIPPERY(e)         (Properties1[e] & EP_BIT_SLIPPERY)
+#define IS_ENEMY(e)            (Properties1[e] & EP_BIT_ENEMY)
+#define IS_MAUER(e)            (Properties1[e] & EP_BIT_MAUER)
+#define CAN_FALL(e)            (Properties1[e] & EP_BIT_CAN_FALL)
+#define CAN_SMASH(e)           (Properties1[e] & EP_BIT_CAN_SMASH)
+#define CAN_CHANGE(e)          (Properties1[e] & EP_BIT_CAN_CHANGE)
+#define CAN_MOVE(e)            (Properties1[e] & EP_BIT_CAN_MOVE)
+#define COULD_MOVE(e)          (Properties1[e] & EP_BIT_COULD_MOVE)
+#define DONT_TOUCH(e)          (Properties1[e] & EP_BIT_DONT_TOUCH)
+#define DONT_GO_TO(e)          (Properties1[e] & EP_BIT_DONT_GO_TO)
+#define IS_MAMPF2(e)           (Properties1[e] & EP_BIT_MAMPF2)
+#define IS_CHAR(e)             (Properties1[e] & EP_BIT_CHAR)
+#define IS_BD_ELEMENT(e)       (Properties1[e] & EP_BIT_BD_ELEMENT)
+#define IS_SB_ELEMENT(e)       (Properties1[e] & EP_BIT_SB_ELEMENT)
+#define IS_GEM(e)              (Properties1[e] & EP_BIT_GEM)
+#define IS_INACTIVE(e)         (Properties1[e] & EP_BIT_INACTIVE)
+#define IS_EXPLOSIVE(e)                (Properties1[e] & EP_BIT_EXPLOSIVE)
+#define IS_MAMPF3(e)           (Properties1[e] & EP_BIT_MAMPF3)
+#define IS_PUSHABLE(e)         (Properties1[e] & EP_BIT_PUSHABLE)
+#define ELEM_IS_PLAYER(e)      (Properties1[e] & EP_BIT_PLAYER)
+#define HAS_CONTENT(e)         (Properties1[e] & EP_BIT_HAS_CONTENT)
+#define IS_EATABLE(e)          (Properties1[e] & EP_BIT_EATABLE)
+#define IS_SP_ELEMENT(e)       (Properties1[e] & EP_BIT_SP_ELEMENT)
+#define IS_QUICK_GATE(e)       (Properties1[e] & EP_BIT_QUICK_GATE)
+#define IS_OVER_PLAYER(e)      (Properties1[e] & EP_BIT_OVER_PLAYER)
+#define IS_ACTIVE_BOMB(e)      (Properties1[e] & EP_BIT_ACTIVE_BOMB)
+
+#define IS_BELT(e)             (Properties2[e] & EP_BIT_BELT)
+#define IS_BELT_ACTIVE(e)      (Properties2[e] & EP_BIT_BELT_ACTIVE)
+#define IS_BELT_SWITCH(e)      (Properties2[e] & EP_BIT_BELT_SWITCH)
+#define IS_TUBE(e)             (Properties2[e] & EP_BIT_TUBE)
+#define IS_EM_SLIPPERY_WALL(e) (Properties2[e] & EP_BIT_EM_SLIPPERY_WALL)
+
+#define IS_CUSTOM_ELEMENT(e)   ((e) >= EL_CUSTOM_START &&      \
+                                (e) <= EL_CUSTOM_END)
 
 #define IS_PLAYER(x,y)         (ELEM_IS_PLAYER(StorePlayer[x][y]))
 
-#define IS_FREE(x,y)           (Feld[x][y] == EL_LEERRAUM && !IS_PLAYER(x,y))
-#define IS_FREE_OR_PLAYER(x,y) (Feld[x][y] == EL_LEERRAUM)
+#define IS_FREE(x,y)           (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x,y))
+#define IS_FREE_OR_PLAYER(x,y) (Feld[x][y] == EL_EMPTY)
 
 #define IS_MOVING(x,y)         (MovPos[x][y] != 0)
 #define IS_FALLING(x,y)                (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
 #define IS_BLOCKED(x,y)                (Feld[x][y] == EL_BLOCKED)
 
-#define EL_CHANGED(e)          ((e) == EL_FELSBROCKEN    ? EL_EDELSTEIN :  \
-                                (e) == EL_BD_ROCK        ? EL_EDELSTEIN_BD : \
-                                (e) == EL_EDELSTEIN      ? EL_DIAMANT :    \
-                                (e) == EL_EDELSTEIN_GELB ? EL_DIAMANT :    \
-                                (e) == EL_EDELSTEIN_ROT  ? EL_DIAMANT :    \
-                                (e) == EL_EDELSTEIN_LILA ? EL_DIAMANT :    \
-                                EL_FELSBROCKEN)
-#define EL_CHANGED2(e)         ((e) == EL_FELSBROCKEN ? EL_EDELSTEIN_BD :  \
-                                (e) == EL_BD_ROCK     ? EL_EDELSTEIN_BD : \
+#define EL_CHANGED(e)          ((e) == EL_ROCK           ? EL_EMERALD :    \
+                                (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
+                                (e) == EL_EMERALD        ? EL_DIAMOND :    \
+                                (e) == EL_EMERALD_YELLOW ? EL_DIAMOND :    \
+                                (e) == EL_EMERALD_RED    ? EL_DIAMOND :    \
+                                (e) == EL_EMERALD_PURPLE ? EL_DIAMOND :    \
+                                EL_ROCK)
+#define EL_CHANGED2(e)         ((e) == EL_ROCK           ? EL_BD_DIAMOND : \
+                                (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
                                 EL_BD_ROCK)
 #define IS_DRAWABLE(e)         ((e) < EL_BLOCKED)
 #define IS_NOT_DRAWABLE(e)     ((e) >= EL_BLOCKED)
 #define TAPE_IS_EMPTY(x)       ((x).length == 0)
-#define TAPE_IS_STOPPED(x)     (!(x).recording && !(x).playing &&!(x).pausing)
+#define TAPE_IS_STOPPED(x)     (!(x).recording && !(x).playing)
 
-#define PLAYERINFO(x,y)                (&stored_player[StorePlayer[x][y]-EL_SPIELER1])
-#define SHIELD_ON(p)           ((p)->shield_passive_time_left > 0)
+#define PLAYERINFO(x,y)                (&stored_player[StorePlayer[x][y]-EL_PLAYER1])
+#define SHIELD_ON(p)           ((p)->shield_normal_time_left > 0)
 #define PROTECTED_FIELD(x,y)   (IS_TUBE(Feld[x][y]))
 #define PLAYER_PROTECTED(x,y)  (SHIELD_ON(PLAYERINFO(x, y)) ||         \
                                 PROTECTED_FIELD(x, y))
 
+#define PLAYER_NR_GFX(g,i)     ((g) + i * (IMG_PLAYER2 - IMG_PLAYER1))
+
+#define ANIM_FRAMES(g)         (graphic_info[g].anim_frames)
+#define ANIM_DELAY(g)          (graphic_info[g].anim_delay)
+#define ANIM_MODE(g)           (graphic_info[g].anim_mode)
+
+#define IS_ANIMATED(g)         (ANIM_FRAMES(g) > 1)
+#define IS_NEW_DELAY(f, g)     ((f) % ANIM_DELAY(g) == 0)
+#define IS_NEW_FRAME(f, g)     (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
+#define IS_NEXT_FRAME(f, g)    (IS_NEW_FRAME(f, g) && (f) > 0)
+
+#define IS_LOOP_SOUND(s)       (sound_info[s].loop)
+
+
+#if 0
+
 /* Bitmaps with graphic file */
 #define PIX_BACK               0
 #define PIX_DOOR               1
-#define PIX_HEROES             2
-#define PIX_TOONS              3
-#define PIX_SP                 4
-#define PIX_DC                 5
-#define PIX_MORE               6
-#define        PIX_BIGFONT             7
-#define PIX_SMALLFONT          8
-#define PIX_MEDIUMFONT         9
+#define PIX_TOONS              2
+#define PIX_FONT_BIG           3
+#define PIX_FONT_SMALL         4
+#define PIX_FONT_MEDIUM                5
+#define PIX_FONT_EM            6
+/* Bitmaps without graphic file */
+#define PIX_DB_DOOR            7
+#define PIX_DB_FIELD           8
+
+#define NUM_PICTURES           7
+#define NUM_BITMAPS            9
+
+#else
+
+/* Bitmaps with graphic file */
+#define PIX_BACK               0
+#define PIX_ELEMENTS           1
+#define PIX_DOOR               2
+#define PIX_HEROES             3
+#define PIX_TOONS              4
+#define PIX_SP                 5
+#define PIX_DC                 6
+#define PIX_MORE               7
+#define PIX_FONT_BIG           8
+#define PIX_FONT_SMALL         9
+#define PIX_FONT_MEDIUM                10
+#define PIX_FONT_EM            11
 /* Bitmaps without graphic file */
-#define PIX_DB_DOOR            10
-#define PIX_DB_FIELD           11
+#define PIX_DB_DOOR            12
+#define PIX_DB_FIELD           13
 
-#define NUM_PICTURES           10
-#define NUM_BITMAPS            12
+#define NUM_PICTURES           12
+#define NUM_BITMAPS            14
+
+#endif
 
 /* boundaries of arrays etc. */
 #define MAX_LEVEL_NAME_LEN     32
 #define MAX_LEVEL_AUTHOR_LEN   32
 #define MAX_TAPELEN            (1000 * 50)     /* max. time * framerate */
 #define MAX_SCORE_ENTRIES      100
+#if 0
 #define MAX_ELEMENTS           700             /* 500 static + 200 runtime */
+#define MAX_GRAPHICS           1536            /* see below: NUM_TILES */
+#endif
 #define MAX_NUM_AMOEBA         100
 
 /* values for elements with content */
 #define MICROLEVEL_SCROLL_DELAY        50      /* delay for scrolling micro level */
 #define MICROLEVEL_LABEL_DELAY 250     /* delay for micro level label */
 
+/* often used screen positions */
+#define SX                     8
+#define SY                     8
+#define REAL_SX                        (SX - 2)
+#define REAL_SY                        (SY - 2)
+#define DX                     566
+#define DY                     60
+#define VX                     DX
+#define VY                     400
+#define EX                     DX
+#define EY                     (VY - 44)
+#define TILEX                  32
+#define TILEY                  32
+#define MINI_TILEX             (TILEX / 2)
+#define MINI_TILEY             (TILEY / 2)
+#define MICRO_TILEX            (TILEX / 8)
+#define MICRO_TILEY            (TILEY / 8)
+#define MIDPOSX                        (SCR_FIELDX / 2)
+#define MIDPOSY                        (SCR_FIELDY / 2)
+#define SXSIZE                 (SCR_FIELDX * TILEX)
+#define SYSIZE                 (SCR_FIELDY * TILEY)
+#define FXSIZE                 ((SCR_FIELDX + 2) * TILEX)
+#define FYSIZE                 ((SCR_FIELDY + 2) * TILEY)
+#define DXSIZE                 100
+#define DYSIZE                 280
+#define VXSIZE                 DXSIZE
+#define VYSIZE                 100
+#define EXSIZE                 DXSIZE
+#define EYSIZE                 (VYSIZE + 44)
+#define FULL_SXSIZE            (2 + SXSIZE + 2)
+#define FULL_SYSIZE            (2 + SYSIZE + 2)
+#define MICROLEV_XSIZE         ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
+#define MICROLEV_YSIZE         ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
+#define MICROLEV_XPOS          (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
+#define MICROLEV_YPOS          (SX + 12 * TILEY - MICRO_TILEY)
+#define MICROLABEL_YPOS                (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
+
+
+/* "real" level file elements */
+#define EL_UNDEFINED                   -1
+
+#define EL_EMPTY_SPACE                 0
+#define EL_EMPTY                       EL_EMPTY_SPACE
+#define EL_SAND                                1
+#define EL_WALL                                2
+#define EL_WALL_CRUMBLED               3
+#define EL_ROCK                                4
+#define EL_KEY_OBSOLETE                        5  /* obsolete; mapped to EL_KEY1 */
+#define EL_EMERALD                     6
+#define EL_EXIT_CLOSED                 7
+#define EL_PLAYER_OBSOLETE             8  /* obsolete; mapped to EL_PLAYER1 */
+#define EL_BUG                         9
+#define EL_SPACESHIP                   10
+#define EL_YAMYAM                      11
+#define EL_ROBOT                       12
+#define EL_STEELWALL                   13
+#define EL_DIAMOND                     14
+#define EL_AMOEBA_DEAD                 15
+#define EL_QUICKSAND_EMPTY             16
+#define EL_QUICKSAND_FULL              17
+#define EL_AMOEBA_DROP                 18
+#define EL_BOMB                                19
+#define EL_MAGIC_WALL                  20
+#define EL_SPEED_PILL                  21
+#define EL_ACID                                22
+#define EL_AMOEBA_WET                  23
+#define EL_AMOEBA_DRY                  24
+#define EL_NUT                         25
+#define EL_GAMEOFLIFE                  26
+#define EL_BIOMAZE                     27
+#define EL_DYNAMITE_ACTIVE             28
+#define EL_STONEBLOCK                  29
+#define EL_ROBOT_WHEEL                 30
+#define EL_ROBOT_WHEEL_ACTIVE          31
+#define EL_KEY1                                32
+#define EL_KEY2                                33
+#define EL_KEY3                                34
+#define EL_KEY4                                35
+#define EL_GATE1                       36
+#define EL_GATE2                       37
+#define EL_GATE3                       38
+#define EL_GATE4                       39
+#define EL_GATE1_GRAY                  40
+#define EL_GATE2_GRAY                  41
+#define EL_GATE3_GRAY                  42
+#define EL_GATE4_GRAY                  43
+#define EL_DYNAMITE                    44
+#define EL_PACMAN                      45
+#define EL_INVISIBLE_WALL              46
+#define EL_LAMP                                47
+#define EL_LAMP_ACTIVE                 48
+#define EL_WALL_EMERALD                        49
+#define EL_WALL_DIAMOND                        50
+#define EL_AMOEBA_FULL                 51
+#define EL_BD_AMOEBA                   52
+#define EL_TIME_ORB_FULL               53
+#define EL_TIME_ORB_EMPTY              54
+#define EL_WALL_GROWING                        55
+#define EL_BD_DIAMOND                  56
+#define EL_EMERALD_YELLOW              57
+#define EL_WALL_BD_DIAMOND             58
+#define EL_WALL_EMERALD_YELLOW         59
+#define EL_DARK_YAMYAM                 60
+#define EL_BD_MAGIC_WALL               61
+#define EL_INVISIBLE_STEELWALL         62
+
+#define EL_UNUSED_63                   63
+
+#define EL_DYNABOMB_NR                 64
+#define EL_DYNABOMB_SZ                 65
+#define EL_DYNABOMB_XL                 66
+#define EL_SOKOBAN_OBJECT              67
+#define EL_SOKOBAN_FIELD_EMPTY         68
+#define EL_SOKOBAN_FIELD_FULL          69
+#define EL_BD_BUTTERFLY_RIGHT          70
+#define EL_BD_BUTTERFLY_UP             71
+#define EL_BD_BUTTERFLY_LEFT           72
+#define EL_BD_BUTTERFLY_DOWN           73
+#define EL_BD_FIREFLY_RIGHT            74
+#define EL_BD_FIREFLY_UP               75
+#define EL_BD_FIREFLY_LEFT             76
+#define EL_BD_FIREFLY_DOWN             77
+#define EL_BD_BUTTERFLY_1              EL_BD_BUTTERFLY_DOWN
+#define EL_BD_BUTTERFLY_2              EL_BD_BUTTERFLY_LEFT
+#define EL_BD_BUTTERFLY_3              EL_BD_BUTTERFLY_UP
+#define EL_BD_BUTTERFLY_4              EL_BD_BUTTERFLY_RIGHT
+#define EL_BD_FIREFLY_1                        EL_BD_FIREFLY_LEFT
+#define EL_BD_FIREFLY_2                        EL_BD_FIREFLY_DOWN
+#define EL_BD_FIREFLY_3                        EL_BD_FIREFLY_RIGHT
+#define EL_BD_FIREFLY_4                        EL_BD_FIREFLY_UP
+#define EL_BD_BUTTERFLY                        78
+#define EL_BD_FIREFLY                  79
+#define EL_PLAYER1                     80
+#define EL_PLAYER2                     81
+#define EL_PLAYER3                     82
+#define EL_PLAYER4                     83
+#define EL_BUG_RIGHT                   84
+#define EL_BUG_UP                      85
+#define EL_BUG_LEFT                    86
+#define EL_BUG_DOWN                    87
+#define EL_SPACESHIP_RIGHT             88
+#define EL_SPACESHIP_UP                        89
+#define EL_SPACESHIP_LEFT              90
+#define EL_SPACESHIP_DOWN              91
+#define EL_PACMAN_RIGHT                        92
+#define EL_PACMAN_UP                   93
+#define EL_PACMAN_LEFT                 94
+#define EL_PACMAN_DOWN                 95
+#define EL_EMERALD_RED                 96
+#define EL_EMERALD_PURPLE              97
+#define EL_WALL_EMERALD_RED            98
+#define EL_WALL_EMERALD_PURPLE         99
+#define EL_ACIDPOOL_TOPLEFT            100
+#define EL_ACIDPOOL_TOPRIGHT           101
+#define EL_ACIDPOOL_BOTTOMLEFT         102
+#define EL_ACIDPOOL_BOTTOM             103
+#define EL_ACIDPOOL_BOTTOMRIGHT                104
+#define EL_BD_WALL                     105
+#define EL_BD_ROCK                     106
+#define EL_EXIT_OPEN                   107
+#define EL_BLACK_ORB                   108
+#define EL_AMOEBA_TO_DIAMOND           109
+#define EL_MOLE                                110
+#define EL_PENGUIN                     111
+#define EL_SATELLITE                   112
+#define EL_ARROW_BLUE_LEFT             113
+#define EL_ARROW_BLUE_RIGHT            114
+#define EL_ARROW_BLUE_UP               115
+#define EL_ARROW_BLUE_DOWN             116
+#define EL_PIG                         117
+#define EL_DRAGON                      118
+
+#define EL_EM_KEY1_FILE                        119
+
+#define EL_CHAR_START                  120
+#define EL_CHAR_ASCII0                 (EL_CHAR_START  - 32)
+#define EL_CHAR_ASCII0_START           (EL_CHAR_ASCII0 + 32)
+
+#include "conf_chr.h"  /* include auto-generated data structure definitions */
+
+#define EL_CHAR_ASCII0_END             (EL_CHAR_ASCII0 + 111)
+#define EL_CHAR_END                    (EL_CHAR_START  + 79)
+
+#define EL_CHAR(x)                     ((x) == 'Ä' ? EL_CHAR_AE         : \
+                                        (x) == 'Ö' ? EL_CHAR_OE         : \
+                                        (x) == 'Ãœ' ? EL_CHAR_UE         : \
+                                        (x) == '^' ? EL_CHAR_COPYRIGHT  : \
+                                        (x) == '_' ? EL_CHAR_UNDERSCORE : \
+                                        (x) == '°' ? EL_CHAR_DEGREE     : \
+                                        (x) == '´' ? EL_CHAR_TM         : \
+                                        (x) == '|' ? EL_CHAR_CURSOR     : \
+                                        EL_CHAR_A + (x) - 'A')
+
+#define EL_WALL_GROWING_X              200
+#define EL_WALL_GROWING_Y              201
+#define EL_WALL_GROWING_XY             202
+
+#define EL_EM_GATE1                    203
+#define EL_EM_GATE2                    204
+#define EL_EM_GATE3                    205
+#define EL_EM_GATE4                    206
+
+#define EL_EM_KEY2_FILE                        207
+#define EL_EM_KEY3_FILE                        208
+#define EL_EM_KEY4_FILE                        209
+
+#define EL_SP_START                    210
+#define EL_SP_EMPTY_SPACE              (EL_SP_START + 0)
+#define EL_SP_EMPTY                    EL_SP_EMPTY_SPACE
+#define EL_SP_ZONK                     (EL_SP_START + 1)
+#define EL_SP_BASE                     (EL_SP_START + 2)
+#define EL_SP_MURPHY                   (EL_SP_START + 3)
+#define EL_SP_INFOTRON                 (EL_SP_START + 4)
+#define EL_SP_CHIP_SINGLE              (EL_SP_START + 5)
+#define EL_SP_HARD_GRAY                        (EL_SP_START + 6)
+#define EL_SP_EXIT_CLOSED              (EL_SP_START + 7)
+#define EL_SP_DISK_ORANGE              (EL_SP_START + 8)
+#define EL_SP_PORT1_RIGHT              (EL_SP_START + 9)
+#define EL_SP_PORT1_DOWN               (EL_SP_START + 10)
+#define EL_SP_PORT1_LEFT               (EL_SP_START + 11)
+#define EL_SP_PORT1_UP                 (EL_SP_START + 12)
+#define EL_SP_PORT2_RIGHT              (EL_SP_START + 13)
+#define EL_SP_PORT2_DOWN               (EL_SP_START + 14)
+#define EL_SP_PORT2_LEFT               (EL_SP_START + 15)
+#define EL_SP_PORT2_UP                 (EL_SP_START + 16)
+#define EL_SP_SNIKSNAK                 (EL_SP_START + 17)
+#define EL_SP_DISK_YELLOW              (EL_SP_START + 18)
+#define EL_SP_TERMINAL                 (EL_SP_START + 19)
+#define EL_SP_DISK_RED                 (EL_SP_START + 20)
+#define EL_SP_PORT_Y                   (EL_SP_START + 21)
+#define EL_SP_PORT_X                   (EL_SP_START + 22)
+#define EL_SP_PORT_XY                  (EL_SP_START + 23)
+#define EL_SP_ELECTRON                 (EL_SP_START + 24)
+#define EL_SP_BUGGY_BASE               (EL_SP_START + 25)
+#define EL_SP_CHIP_LEFT                        (EL_SP_START + 26)
+#define EL_SP_CHIP_RIGHT               (EL_SP_START + 27)
+#define EL_SP_HARD_BASE1               (EL_SP_START + 28)
+#define EL_SP_HARD_GREEN               (EL_SP_START + 29)
+#define EL_SP_HARD_BLUE                        (EL_SP_START + 30)
+#define EL_SP_HARD_RED                 (EL_SP_START + 31)
+#define EL_SP_HARD_YELLOW              (EL_SP_START + 32)
+#define EL_SP_HARD_BASE2               (EL_SP_START + 33)
+#define EL_SP_HARD_BASE3               (EL_SP_START + 34)
+#define EL_SP_HARD_BASE4               (EL_SP_START + 35)
+#define EL_SP_HARD_BASE5               (EL_SP_START + 36)
+#define EL_SP_HARD_BASE6               (EL_SP_START + 37)
+#define EL_SP_CHIP_UPPER               (EL_SP_START + 38)
+#define EL_SP_CHIP_LOWER               (EL_SP_START + 39)
+#define EL_SP_END                      (EL_SP_START + 39)
+
+#define EL_EM_GATE1_GRAY               250
+#define EL_EM_GATE2_GRAY               251
+#define EL_EM_GATE3_GRAY               252
+#define EL_EM_GATE4_GRAY               253
+
+#define EL_UNUSED_254                  254
+#define EL_UNUSED_255                  255
+
+#define EL_PEARL                       256
+#define EL_CRYSTAL                     257
+#define EL_WALL_PEARL                  258
+#define EL_WALL_CRYSTAL                        259
+#define EL_DOOR_WHITE                  260
+#define EL_DOOR_WHITE_GRAY             261
+#define EL_KEY_WHITE                   262
+#define EL_SHIELD_NORMAL               263
+#define EL_EXTRA_TIME                  264
+#define EL_SWITCHGATE_OPEN             265
+#define EL_SWITCHGATE_CLOSED           266
+#define EL_SWITCHGATE_SWITCH_UP                267
+#define EL_SWITCHGATE_SWITCH_DOWN      268
+
+#define EL_UNUSED_269                  269
+#define EL_UNUSED_270                  270
+
+#define EL_CONVEYOR_BELT1_LEFT         271
+#define EL_CONVEYOR_BELT1_MIDDLE       272
+#define EL_CONVEYOR_BELT1_RIGHT                273
+#define EL_CONVEYOR_BELT1_SWITCH_LEFT  274
+#define EL_CONVEYOR_BELT1_SWITCH_MIDDLE        275
+#define EL_CONVEYOR_BELT1_SWITCH_RIGHT 276
+#define EL_CONVEYOR_BELT2_LEFT         277
+#define EL_CONVEYOR_BELT2_MIDDLE       278
+#define EL_CONVEYOR_BELT2_RIGHT                279
+#define EL_CONVEYOR_BELT2_SWITCH_LEFT  280
+#define EL_CONVEYOR_BELT2_SWITCH_MIDDLE        281
+#define EL_CONVEYOR_BELT2_SWITCH_RIGHT 282
+#define EL_CONVEYOR_BELT3_LEFT         283
+#define EL_CONVEYOR_BELT3_MIDDLE       284
+#define EL_CONVEYOR_BELT3_RIGHT                285
+#define EL_CONVEYOR_BELT3_SWITCH_LEFT  286
+#define EL_CONVEYOR_BELT3_SWITCH_MIDDLE        287
+#define EL_CONVEYOR_BELT3_SWITCH_RIGHT 288
+#define EL_CONVEYOR_BELT4_LEFT         289
+#define EL_CONVEYOR_BELT4_MIDDLE       290
+#define EL_CONVEYOR_BELT4_RIGHT                291
+#define EL_CONVEYOR_BELT4_SWITCH_LEFT  292
+#define EL_CONVEYOR_BELT4_SWITCH_MIDDLE        293
+#define EL_CONVEYOR_BELT4_SWITCH_RIGHT 294
+#define EL_LANDMINE                    295
+#define EL_ENVELOPE                    296
+#define EL_LIGHT_SWITCH                        297
+#define EL_LIGHT_SWITCH_ACTIVE         298
+#define EL_SIGN_EXCLAMATION            299
+#define EL_SIGN_RADIOACTIVITY          300
+#define EL_SIGN_STOP                   301
+#define EL_SIGN_WHEELCHAIR             302
+#define EL_SIGN_PARKING                        303
+#define EL_SIGN_ONEWAY                 304
+#define EL_SIGN_HEART                  305
+#define EL_SIGN_TRIANGLE               306
+#define EL_SIGN_ROUND                  307
+#define EL_SIGN_EXIT                   308
+#define EL_SIGN_YINYANG                        309
+#define EL_SIGN_OTHER                  310
+#define EL_MOLE_LEFT                   311
+#define EL_MOLE_RIGHT                  312
+#define EL_MOLE_UP                     313
+#define EL_MOLE_DOWN                   314
+#define EL_STEELWALL_SLANTED           315
+#define EL_INVISIBLE_SAND              316
+#define EL_DX_UNKNOWN_15               317
+#define EL_DX_UNKNOWN_42               318
+
+#define EL_UNUSED_319                  319
+#define EL_UNUSED_320                  320
+
+#define EL_SHIELD_DEADLY               321
+#define EL_TIMEGATE_OPEN               322
+#define EL_TIMEGATE_CLOSED             323
+#define EL_TIMEGATE_SWITCH_ACTIVE      324
+#define EL_TIMEGATE_SWITCH             325
+
+#define EL_BALLOON                     326
+#define EL_BALLOON_SEND_LEFT           327
+#define EL_BALLOON_SEND_RIGHT          328
+#define EL_BALLOON_SEND_UP             329
+#define EL_BALLOON_SEND_DOWN           330
+#define EL_BALLOON_SEND_ANY_DIRECTION  331
+
+#define EL_EMC_STEELWALL1              332
+#define EL_EMC_STEELWALL2              333
+#define EL_EMC_STEELWALL3              334
+#define EL_EMC_STEELWALL4              335
+#define EL_EMC_WALL_PILLAR_UPPER       336
+#define EL_EMC_WALL_PILLAR_MIDDLE      337
+#define EL_EMC_WALL_PILLAR_LOWER       338
+#define EL_EMC_WALL4                   339
+#define EL_EMC_WALL5                   340
+#define EL_EMC_WALL6                   341
+#define EL_EMC_WALL7                   342
+#define EL_EMC_WALL8                   343
+
+#define EL_TUBE_ALL                    344
+#define EL_TUBE_VERTICAL               345
+#define EL_TUBE_HORIZONTAL             346
+#define EL_TUBE_VERTICAL_LEFT          347
+#define EL_TUBE_VERTICAL_RIGHT         348
+#define EL_TUBE_HORIZONTAL_UP          349
+#define EL_TUBE_HORIZONTAL_DOWN                350
+#define EL_TUBE_LEFT_UP                        351
+#define EL_TUBE_LEFT_DOWN              352
+#define EL_TUBE_RIGHT_UP               353
+#define EL_TUBE_RIGHT_DOWN             354
+#define EL_SPRING                      355
+#define EL_TRAP                                356
+#define EL_DX_SUPABOMB                 357
+
+#define EL_UNUSED_358                  358
+#define EL_UNUSED_359                  359
+
+#define EL_CUSTOM_START                        360
+
+#include "conf_cus.h"  /* include auto-generated data structure definitions */
+
+#define EL_CUSTOM_END                  (EL_CUSTOM_START + 127)
+
+#define NUM_CUSTOM_ELEMENTS            128
+#define NUM_FILE_ELEMENTS              488
+
+
+/* "real" (and therefore drawable) runtime elements */
+#define EL_FIRST_RUNTIME_REAL          NUM_FILE_ELEMENTS
+
+#define EL_EM_KEY1                     (EL_FIRST_RUNTIME_REAL + 0)
+#define EL_EM_KEY2                     (EL_FIRST_RUNTIME_REAL + 1)
+#define EL_EM_KEY3                     (EL_FIRST_RUNTIME_REAL + 2)
+#define EL_EM_KEY4                     (EL_FIRST_RUNTIME_REAL + 3)
+#define EL_DYNABOMB_PLAYER1_ACTIVE     (EL_FIRST_RUNTIME_REAL + 4)
+#define EL_DYNABOMB_PLAYER2_ACTIVE     (EL_FIRST_RUNTIME_REAL + 5)
+#define EL_DYNABOMB_PLAYER3_ACTIVE     (EL_FIRST_RUNTIME_REAL + 6)
+#define EL_DYNABOMB_PLAYER4_ACTIVE     (EL_FIRST_RUNTIME_REAL + 7)
+#define EL_SWITCHGATE_OPENING          (EL_FIRST_RUNTIME_REAL + 8)
+#define EL_SWITCHGATE_CLOSING          (EL_FIRST_RUNTIME_REAL + 9)
+#define EL_TIMEGATE_OPENING            (EL_FIRST_RUNTIME_REAL + 10)
+#define EL_TIMEGATE_CLOSING            (EL_FIRST_RUNTIME_REAL + 11)
+#define EL_PEARL_BREAKING              (EL_FIRST_RUNTIME_REAL + 12)
+#define EL_TRAP_ACTIVE                 (EL_FIRST_RUNTIME_REAL + 13)
+#define EL_INVISIBLE_STEELWALL_ACTIVE  (EL_FIRST_RUNTIME_REAL + 14)
+#define EL_INVISIBLE_WALL_ACTIVE       (EL_FIRST_RUNTIME_REAL + 15)
+#define EL_INVISIBLE_SAND_ACTIVE       (EL_FIRST_RUNTIME_REAL + 16)
+#define EL_CONVEYOR_BELT1_LEFT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 17)
+#define EL_CONVEYOR_BELT1_MIDDLE_ACTIVE        (EL_FIRST_RUNTIME_REAL + 18)
+#define EL_CONVEYOR_BELT1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
+#define EL_CONVEYOR_BELT2_LEFT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 20)
+#define EL_CONVEYOR_BELT2_MIDDLE_ACTIVE        (EL_FIRST_RUNTIME_REAL + 21)
+#define EL_CONVEYOR_BELT2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
+#define EL_CONVEYOR_BELT3_LEFT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 23)
+#define EL_CONVEYOR_BELT3_MIDDLE_ACTIVE        (EL_FIRST_RUNTIME_REAL + 24)
+#define EL_CONVEYOR_BELT3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
+#define EL_CONVEYOR_BELT4_LEFT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 26)
+#define EL_CONVEYOR_BELT4_MIDDLE_ACTIVE        (EL_FIRST_RUNTIME_REAL + 27)
+#define EL_CONVEYOR_BELT4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 28)
+#define EL_EXIT_OPENING                        (EL_FIRST_RUNTIME_REAL + 29)
+#define EL_SP_EXIT_OPEN                        (EL_FIRST_RUNTIME_REAL + 30)
+#define EL_SP_TERMINAL_ACTIVE          (EL_FIRST_RUNTIME_REAL + 31)
+#define EL_SP_BUGGY_BASE_ACTIVATING    (EL_FIRST_RUNTIME_REAL + 32)
+#define EL_SP_BUGGY_BASE_ACTIVE                (EL_FIRST_RUNTIME_REAL + 33)
+#define EL_SP_MURPHY_CLONE             (EL_FIRST_RUNTIME_REAL + 34)
+#define EL_AMOEBA_DRIPPING             (EL_FIRST_RUNTIME_REAL + 35)
+#define EL_QUICKSAND_EMPTYING          (EL_FIRST_RUNTIME_REAL + 36)
+#define EL_MAGIC_WALL_ACTIVE           (EL_FIRST_RUNTIME_REAL + 37)
+#define EL_BD_MAGIC_WALL_ACTIVE                (EL_FIRST_RUNTIME_REAL + 38)
+#define EL_MAGIC_WALL_FULL             (EL_FIRST_RUNTIME_REAL + 39)
+#define EL_BD_MAGIC_WALL_FULL          (EL_FIRST_RUNTIME_REAL + 40)
+#define EL_MAGIC_WALL_EMPTYING         (EL_FIRST_RUNTIME_REAL + 41)
+#define EL_BD_MAGIC_WALL_EMPTYING      (EL_FIRST_RUNTIME_REAL + 42)
+#define EL_MAGIC_WALL_DEAD             (EL_FIRST_RUNTIME_REAL + 43)
+#define EL_BD_MAGIC_WALL_DEAD          (EL_FIRST_RUNTIME_REAL + 44)
+
+/* "unreal" (and therefore not drawable) runtime elements */
+#define EL_FIRST_RUNTIME_UNREAL                (EL_FIRST_RUNTIME_REAL + 45)
+
+#define EL_BLOCKED                     (EL_FIRST_RUNTIME_UNREAL + 0)
+#define EL_EXPLOSION                   (EL_FIRST_RUNTIME_UNREAL + 1)
+#define EL_NUT_CRACKING                        (EL_FIRST_RUNTIME_UNREAL + 2)
+#define EL_ACID_SPLASH_LEFT            (EL_FIRST_RUNTIME_UNREAL + 3)
+#define EL_ACID_SPLASH_RIGHT           (EL_FIRST_RUNTIME_UNREAL + 4)
+#define EL_AMOEBA_CREATING             (EL_FIRST_RUNTIME_UNREAL + 5)
+#define EL_AMOEBA_SHRINKING            (EL_FIRST_RUNTIME_UNREAL + 6)
+#define EL_WALL_GROWING_ACTIVE         (EL_FIRST_RUNTIME_UNREAL + 7)
+#define EL_FLAMES                      (EL_FIRST_RUNTIME_UNREAL + 8)
+#define EL_PLAYER_IS_LEAVING           (EL_FIRST_RUNTIME_UNREAL + 9)
+#define EL_QUICKSAND_FILLING           (EL_FIRST_RUNTIME_UNREAL + 10)
+#define EL_MAGIC_WALL_FILLING          (EL_FIRST_RUNTIME_UNREAL + 11)
+#define EL_BD_MAGIC_WALL_FILLING       (EL_FIRST_RUNTIME_UNREAL + 12)
+
+/* dummy elements (never used as game elements, only used as graphics) */
+#define EL_FIRST_DUMMY                 (EL_FIRST_RUNTIME_UNREAL + 13)
+
+#define EL_STEELWALL_TOPLEFT                   (EL_FIRST_DUMMY + 0)
+#define EL_STEELWALL_TOPRIGHT                  (EL_FIRST_DUMMY + 1)
+#define EL_STEELWALL_BOTTOMLEFT                        (EL_FIRST_DUMMY + 2)
+#define EL_STEELWALL_BOTTOMRIGHT               (EL_FIRST_DUMMY + 3)
+#define EL_STEELWALL_HORIZONTAL                        (EL_FIRST_DUMMY + 4)
+#define EL_STEELWALL_VERTICAL                  (EL_FIRST_DUMMY + 5)
+#define EL_INVISIBLE_STEELWALL_TOPLEFT         (EL_FIRST_DUMMY + 6)
+#define EL_INVISIBLE_STEELWALL_TOPRIGHT                (EL_FIRST_DUMMY + 7)
+#define EL_INVISIBLE_STEELWALL_BOTTOMLEFT      (EL_FIRST_DUMMY + 8)
+#define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT     (EL_FIRST_DUMMY + 9)
+#define EL_INVISIBLE_STEELWALL_HORIZONTAL      (EL_FIRST_DUMMY + 10)
+#define EL_INVISIBLE_STEELWALL_VERTICAL                (EL_FIRST_DUMMY + 11)
+#define EL_SAND_CRUMBLED                       (EL_FIRST_DUMMY + 12)
+#define EL_DYNABOMB_ACTIVE                     (EL_FIRST_DUMMY + 13)
+#define EL_SHIELD_NORMAL_ACTIVE                        (EL_FIRST_DUMMY + 14)
+#define EL_SHIELD_DEADLY_ACTIVE                        (EL_FIRST_DUMMY + 15)
+#define EL_ARROW_RED_LEFT                      (EL_FIRST_DUMMY + 16)
+#define EL_ARROW_RED_RIGHT                     (EL_FIRST_DUMMY + 17)
+#define EL_ARROW_RED_UP                                (EL_FIRST_DUMMY + 18)
+#define EL_ARROW_RED_DOWN                      (EL_FIRST_DUMMY + 19)
+
+#define MAX_NUM_ELEMENTS                       (EL_FIRST_DUMMY + 20)
+
+
+/* values for graphics/sounds action types */
+#define ACTION_DEFAULT                         0
+#define ACTION_WAITING                         1
+#define ACTION_FALLING                         2
+#define ACTION_MOVING                          3
+#define ACTION_DIGGING                         4
+#define ACTION_SNAPPING                                5
+#define ACTION_COLLECTING                      6
+#define ACTION_PUSHING                         7
+#define ACTION_PASSING                         8
+#define ACTION_IMPACT                          9
+#define ACTION_CRACKING                                10
+#define ACTION_BREAKING                                11
+#define ACTION_ACTIVATING                      12
+#define ACTION_OPENING                         13
+#define ACTION_CLOSING                         14
+#define ACTION_EATING                          15
+#define ACTION_ATTACKING                       16
+#define ACTION_GROWING                         17
+#define ACTION_SHRINKING                       18
+#define ACTION_ACTIVE                          19
+#define ACTION_OTHER                           20
+
+#define NUM_ACTIONS                            21
+
+/* values for special image configuration suffixes */
+#define GFX_SPECIAL_ARG_EDITOR                 0
+#define GFX_SPECIAL_ARG_PREVIEW                        1
+
+#define NUM_SPECIAL_GFX_ARGS                   2
+
+
+/* values for image configuration suffixes */
+#define GFX_ARG_X                              0
+#define GFX_ARG_Y                              1
+#define GFX_ARG_XPOS                           2
+#define GFX_ARG_YPOS                           3
+#define GFX_ARG_WIDTH                          4
+#define GFX_ARG_HEIGHT                         5
+#define GFX_ARG_OFFSET                         6
+#define GFX_ARG_VERTICAL                       7
+#define GFX_ARG_XOFFSET                                8
+#define GFX_ARG_YOFFSET                                9
+#define GFX_ARG_FRAMES                         10
+#define GFX_ARG_START_FRAME                    11
+#define GFX_ARG_DELAY                          12
+#define GFX_ARG_MODE_LOOP                      13
+#define GFX_ARG_MODE_LINEAR                    14
+#define GFX_ARG_MODE_PINGPONG                  15
+#define GFX_ARG_MODE_PINGPONG2                 16
+#define GFX_ARG_MODE_RANDOM                    17
+#define GFX_ARG_MODE_REVERSE                   18
+#define GFX_ARG_GLOBAL_SYNC                    19
+#define GFX_ARG_STEP_OFFSET                    20
+#define GFX_ARG_STEP_DELAY                     21
+
+#define NUM_GFX_ARGS                           22
+
+
+/* values for sound configuration suffixes */
+#define SND_ARG_MODE_LOOP                      0
+
+#define NUM_SND_ARGS                           1
+
+
+/* values for game_status */
+#define EXITGAME               0
+#define MAINMENU               1
+#define PLAYING                        2
+#define LEVELED                        3
+#define HELPSCREEN             4
+#define CHOOSELEVEL            5
+#define TYPENAME               6
+#define HALLOFFAME             7
+#define SETUP                  8
+
+#define PROGRAM_VERSION_MAJOR  2
+#define PROGRAM_VERSION_MINOR  2
+#define PROGRAM_VERSION_PATCH  0
+#define PROGRAM_VERSION_STRING "2.2.0rc3"
+
+#define PROGRAM_TITLE_STRING   "Rocks'n'Diamonds"
+#define PROGRAM_AUTHOR_STRING  "Holger Schemel"
+#define PROGRAM_RIGHTS_STRING  "Copyright ^1995-2003 by"
+#define PROGRAM_DOS_PORT_STRING        "DOS port done by Guido Schulz"
+#define PROGRAM_IDENT_STRING   PROGRAM_VERSION_STRING " " TARGET_STRING
+#define WINDOW_TITLE_STRING    PROGRAM_TITLE_STRING " " PROGRAM_IDENT_STRING
+#define WINDOW_SUBTITLE_STRING PROGRAM_RIGHTS_STRING " " PROGRAM_AUTHOR_STRING
+#define ICON_TITLE_STRING      PROGRAM_TITLE_STRING
+#define UNIX_USERDATA_DIRECTORY        ".rocksndiamonds"
+#define COOKIE_PREFIX          "ROCKSNDIAMONDS"
+#define FILENAME_PREFIX                "Rocks"
+
+#define X11_ICON_FILENAME      "rocks_icon.xbm"
+#define X11_ICONMASK_FILENAME  "rocks_iconmask.xbm"
+#define MSDOS_POINTER_FILENAME "mouse.pcx"
+
+/* file version numbers for resource files (levels, tapes, score, setup, etc.)
+** currently supported/known file version numbers:
+**     1.0 (old)
+**     1.2 (still in use)
+**     1.4 (still in use)
+**     2.0 (actual)
+*/
+#define FILE_VERSION_1_0       VERSION_IDENT(1,0,0)
+#define FILE_VERSION_1_2       VERSION_IDENT(1,2,0)
+#define FILE_VERSION_1_4       VERSION_IDENT(1,4,0)
+#define FILE_VERSION_2_0       VERSION_IDENT(2,0,0)
+
+/* file version does not change for every program version, but is changed
+   when new features are introduced that are incompatible with older file
+   versions, so that they can be treated accordingly */
+#define FILE_VERSION_ACTUAL    FILE_VERSION_2_0
+
+#define GAME_VERSION_1_0       FILE_VERSION_1_0
+#define GAME_VERSION_1_2       FILE_VERSION_1_2
+#define GAME_VERSION_1_4       FILE_VERSION_1_4
+#define GAME_VERSION_2_0       FILE_VERSION_2_0
+
+#define GAME_VERSION_ACTUAL    VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
+                                             PROGRAM_VERSION_MINOR, \
+                                             PROGRAM_VERSION_PATCH)
+
+/* values for game_emulation */
+#define EMU_NONE               0
+#define EMU_BOULDERDASH                1
+#define EMU_SOKOBAN            2
+#define EMU_SUPAPLEX           3
+
 struct HiScore
 {
   char Name[MAX_PLAYER_NAME_LEN + 1];
@@ -234,12 +888,12 @@ struct PlayerInfo
   boolean LevelSolved, GameOver;
   boolean snapped;
 
-  unsigned long move_delay;
-  int move_delay_value;
-
   int last_move_dir;
   int is_moving;
 
+  unsigned long move_delay;
+  int move_delay_value;
+
   unsigned long push_delay;
   unsigned long push_delay_value;
 
@@ -255,14 +909,15 @@ struct PlayerInfo
   int key[4];
   int dynamite;
   int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
-  int shield_passive_time_left;
-  int shield_active_time_left;
+  int shield_normal_time_left;
+  int shield_deadly_time_left;
 };
 
 struct LevelInfo
 {
   int file_version;    /* file format version the level is stored with    */
-  int game_version;    /* game engine version the level was created with  */
+  int game_version;    /* game release version the level was created with */
+
   boolean encoding_16bit_field;                /* level contains 16-bit elements  */
   boolean encoding_16bit_yamyam;       /* yamyam contains 16-bit elements */
   boolean encoding_16bit_amoeba;       /* amoeba contains 16-bit elements */
@@ -285,13 +940,16 @@ struct LevelInfo
   boolean double_speed;
   boolean gravity;
   boolean em_slippery_gems;    /* EM style "gems slip from wall" behaviour */
+
+  boolean no_level_file;
 };
 
 struct TapeInfo
 {
-  int file_version;    /* file format version the tape is stored with   */
-  int game_version;    /* game engine version the tape was created with */
-  int version;
+  int file_version;    /* file format version the tape is stored with    */
+  int game_version;    /* game release version the tape was created with */
+  int engine_version;  /* game engine version the tape was recorded with */
+
   int level_nr;
   unsigned long random_seed;
   unsigned long date;
@@ -302,9 +960,15 @@ struct TapeInfo
   boolean pause_before_death;
   boolean recording, playing, pausing;
   boolean fast_forward;
+  boolean index_search;
+  boolean auto_play;
+  boolean auto_play_level_solved;
+  boolean quick_resume;
+  boolean single_step;
   boolean changed;
   boolean player_participates[MAX_PLAYERS];
   int num_participating_players;
+
   struct
   {
     byte action[MAX_PLAYERS];
@@ -314,8 +978,13 @@ struct TapeInfo
 
 struct GameInfo
 {
-  int version;
+  /* constant within running game */
+  int engine_version;
   int emulation;
+  int initial_move_delay;
+  int initial_move_delay_value;
+
+  /* variable within running game */
   int yam_content_nr;
   boolean magic_wall_active;
   int magic_wall_time_left;
@@ -330,1183 +999,155 @@ struct GameInfo
 
 struct GlobalInfo
 {
+  char *autoplay_leveldir;
+  int autoplay_level_nr;
+
   float frames_per_second;
   boolean fps_slowdown;
   int fps_slowdown_factor;
 };
 
-extern GC              tile_clip_gc;
-extern Bitmap         *pix[];
-extern Bitmap         *pix_default[];
-extern Bitmap         *pix_custom[];
-extern Pixmap          tile_clipmask[];
-extern DrawBuffer      *fieldbuffer;
-extern DrawBuffer      *drawto_field;
-
-extern int             game_status;
-extern boolean         level_editor_test_game;
-extern boolean         network_playing;
-
-extern int             key_joystick_mapping;
-
-extern boolean         redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
-extern int             redraw_x1, redraw_y1;
-
-extern short           Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short           Ur[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short           MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short           MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short           MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short           Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short           Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short           StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short           Frame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern boolean         Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short           JustStopped[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short           AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short           AmoebaCnt[MAX_NUM_AMOEBA], AmoebaCnt2[MAX_NUM_AMOEBA];
-extern short           ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern unsigned long   Elementeigenschaften1[MAX_ELEMENTS];
-extern unsigned long   Elementeigenschaften2[MAX_ELEMENTS];
-
-extern int             lev_fieldx,lev_fieldy, scroll_x,scroll_y;
-
-extern int             FX,FY, ScrollStepSize;
-extern int             ScreenMovDir, ScreenMovPos, ScreenGfxPos;
-extern int             BorderElement;
-extern int             GameFrameDelay;
-extern int             FfwdFrameDelay;
-extern int             BX1,BY1, BX2,BY2;
-extern int             SBX_Left, SBX_Right;
-extern int             SBY_Upper, SBY_Lower;
-extern int             ZX,ZY, ExitX,ExitY;
-extern int             AllPlayersGone;
-
-extern int             TimeFrames, TimePlayed, TimeLeft;
-extern boolean         SiebAktiv;
-extern int             SiebCount;
-
-extern boolean         network_player_action_received;
-
-extern struct LevelInfo                level;
-extern struct PlayerInfo       stored_player[], *local_player;
-extern struct HiScore          highscore[];
-extern struct TapeInfo         tape;
-extern struct GameInfo         game;
-extern struct GlobalInfo       global;
-
-extern char            *sound_name[];
-extern int             background_loop[];
-extern int             num_bg_loops;
-extern char            *element_info[];
-extern int             num_element_info;
-
-/* often used screen positions */
-#define SX                     8
-#define SY                     8
-#define REAL_SX                        (SX - 2)
-#define REAL_SY                        (SY - 2)
-#define DX                     566
-#define DY                     60
-#define VX                     DX
-#define VY                     400
-#define EX                     DX
-#define EY                     (VY - 44)
-#define TILEX                  32
-#define TILEY                  32
-#define MINI_TILEX             (TILEX / 2)
-#define MINI_TILEY             (TILEY / 2)
-#define MICRO_TILEX            (TILEX / 8)
-#define MICRO_TILEY            (TILEY / 8)
-#define MIDPOSX                        (SCR_FIELDX / 2)
-#define MIDPOSY                        (SCR_FIELDY / 2)
-#define SXSIZE                 (SCR_FIELDX * TILEX)
-#define SYSIZE                 (SCR_FIELDY * TILEY)
-#define FXSIZE                 ((SCR_FIELDX + 2) * TILEX)
-#define FYSIZE                 ((SCR_FIELDY + 2) * TILEY)
-#define DXSIZE                 100
-#define DYSIZE                 280
-#define VXSIZE                 DXSIZE
-#define VYSIZE                 100
-#define EXSIZE                 DXSIZE
-#define EYSIZE                 (VXSIZE + 44)
-#define FULL_SXSIZE            (2 + SXSIZE + 2)
-#define FULL_SYSIZE            (2 + SYSIZE + 2)
-#define MICROLEV_XSIZE         ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
-#define MICROLEV_YSIZE         ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
-#define MICROLEV_XPOS          (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
-#define MICROLEV_YPOS          (SX + 12 * TILEY - MICRO_TILEY)
-#define MICROLABEL_YPOS                (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
-
-#define GFX_STARTX             SX
-#define GFX_STARTY             SY
-#define MINI_GFX_STARTX                SX
-#define MINI_GFX_STARTY                424
-#define MICRO_GFX_STARTX       SX
-#define MICRO_GFX_STARTY       536
-#define GFX_PER_LINE           16
-#define MINI_GFX_PER_LINE      32
-#define MICRO_GFX_PER_LINE     128
-
-#define HEROES_PER_LINE                16
-
-#define MINI_SP_STARTX         0
-#define MINI_SP_STARTY         352
-#define MICRO_SP_STARTX                0
-#define MICRO_SP_STARTY                448
-#define SP_PER_LINE            16
-#define MINI_SP_PER_LINE       16
-#define MICRO_SP_PER_LINE      64
-
-#define MINI_DC_STARTX         256
-#define MINI_DC_STARTY         256
-#define MICRO_DC_STARTX                384
-#define MICRO_DC_STARTY                384
-#define DC_PER_LINE            16
-#define MINI_DC_PER_LINE       16
-#define MICRO_DC_PER_LINE      16
-
-#define MINI_MORE_STARTX       256
-#define MINI_MORE_STARTY       256
-#define MICRO_MORE_STARTX      384
-#define MICRO_MORE_STARTY      384
-#define MORE_PER_LINE          16
-#define MINI_MORE_PER_LINE     16
-#define MICRO_MORE_PER_LINE    16
-
-/* game elements:
-**       0 - 499: real elements, stored in level file
-**      500 - 699: flag elements, only used at runtime
-*/
-/* "real" level elements */
-#define EL_LEERRAUM            0
-#define        EL_ERDREICH             1
-#define        EL_MAUERWERK            2
-#define        EL_FELSBODEN            3
-#define        EL_FELSBROCKEN          4
-#define        EL_SCHLUESSEL           5
-#define        EL_EDELSTEIN            6
-#define        EL_AUSGANG_ZU           7
-#define        EL_SPIELFIGUR           8
-#define EL_KAEFER              9
-#define EL_FLIEGER             10
-#define EL_MAMPFER             11
-#define EL_ROBOT               12
-#define EL_BETON               13
-#define EL_DIAMANT             14
-#define EL_AMOEBE_TOT          15
-#define EL_MORAST_LEER         16
-#define EL_MORAST_VOLL         17
-#define EL_TROPFEN             18
-#define EL_BOMBE               19
-#define EL_MAGIC_WALL_OFF      20
-#define EL_SPEED_PILL          21
-#define EL_SALZSAEURE          22
-#define EL_AMOEBE_NASS         23
-#define EL_AMOEBE_NORM         24
-#define EL_KOKOSNUSS           25
-#define EL_LIFE                        26
-#define EL_LIFE_ASYNC          27
-#define EL_DYNAMITE_ACTIVE     28
-#define EL_BADEWANNE           29
-#define EL_ABLENK_AUS          30
-#define EL_ABLENK_EIN          31
-#define EL_SCHLUESSEL1         32
-#define EL_SCHLUESSEL2         33
-#define EL_SCHLUESSEL3         34
-#define EL_SCHLUESSEL4         35
-#define EL_PFORTE1             36
-#define EL_PFORTE2             37
-#define EL_PFORTE3             38
-#define EL_PFORTE4             39
-#define EL_PFORTE1X            40
-#define EL_PFORTE2X            41
-#define EL_PFORTE3X            42
-#define EL_PFORTE4X            43
-#define EL_DYNAMITE_INACTIVE   44
-#define EL_PACMAN              45
-#define EL_UNSICHTBAR          46
-#define EL_BIRNE_AUS           47
-#define EL_BIRNE_EIN           48
-#define EL_ERZ_EDEL            49
-#define EL_ERZ_DIAM            50
-#define EL_AMOEBE_VOLL         51
-#define EL_AMOEBE_BD           52
-#define EL_ZEIT_VOLL           53
-#define EL_ZEIT_LEER           54
-#define EL_MAUER_LEBT          55
-#define EL_EDELSTEIN_BD                56
-#define EL_EDELSTEIN_GELB      57
-#define EL_ERZ_EDEL_BD         58
-#define EL_ERZ_EDEL_GELB       59
-#define EL_MAMPFER2            60
-#define EL_MAGIC_WALL_BD_OFF   61
-#define EL_INVISIBLE_STEEL     62
-
-#define EL_UNUSED_63           63
-
-#define EL_DYNABOMB_NR         64
-#define EL_DYNABOMB_SZ         65
-#define EL_DYNABOMB_XL         66
-#define EL_SOKOBAN_OBJEKT      67
-#define EL_SOKOBAN_FELD_LEER   68
-#define EL_SOKOBAN_FELD_VOLL   69
-#define EL_BUTTERFLY_RIGHT     70
-#define EL_BUTTERFLY_UP                71
-#define EL_BUTTERFLY_LEFT      72
-#define EL_BUTTERFLY_DOWN      73
-#define EL_FIREFLY_RIGHT       74
-#define EL_FIREFLY_UP          75
-#define EL_FIREFLY_LEFT                76
-#define EL_FIREFLY_DOWN                77
-#define EL_BUTTERFLY_1         EL_BUTTERFLY_DOWN
-#define EL_BUTTERFLY_2         EL_BUTTERFLY_LEFT
-#define EL_BUTTERFLY_3         EL_BUTTERFLY_UP
-#define EL_BUTTERFLY_4         EL_BUTTERFLY_RIGHT
-#define EL_FIREFLY_1           EL_FIREFLY_LEFT
-#define EL_FIREFLY_2           EL_FIREFLY_DOWN
-#define EL_FIREFLY_3           EL_FIREFLY_RIGHT
-#define EL_FIREFLY_4           EL_FIREFLY_UP
-#define EL_BUTTERFLY           78
-#define EL_FIREFLY             79
-#define EL_SPIELER1            80
-#define EL_SPIELER2            81
-#define EL_SPIELER3            82
-#define EL_SPIELER4            83
-#define EL_KAEFER_RIGHT                84
-#define EL_KAEFER_UP           85
-#define EL_KAEFER_LEFT         86
-#define EL_KAEFER_DOWN         87
-#define EL_FLIEGER_RIGHT       88
-#define EL_FLIEGER_UP          89
-#define EL_FLIEGER_LEFT                90
-#define EL_FLIEGER_DOWN                91
-#define EL_PACMAN_RIGHT                92
-#define EL_PACMAN_UP           93
-#define EL_PACMAN_LEFT         94
-#define EL_PACMAN_DOWN         95
-#define EL_EDELSTEIN_ROT       96
-#define EL_EDELSTEIN_LILA      97
-#define EL_ERZ_EDEL_ROT                98
-#define EL_ERZ_EDEL_LILA       99
-#define EL_BADEWANNE1          100
-#define EL_BADEWANNE2          101
-#define EL_BADEWANNE3          102
-#define EL_BADEWANNE4          103
-#define EL_BADEWANNE5          104
-#define EL_BD_WALL             105
-#define EL_BD_ROCK             106
-#define EL_AUSGANG_AUF         107
-#define EL_BLACK_ORB           108
-#define EL_AMOEBA2DIAM         109
-#define EL_MOLE                        110
-#define EL_PINGUIN             111
-#define EL_SONDE               112
-#define EL_PFEIL_LEFT          113
-#define EL_PFEIL_RIGHT         114
-#define EL_PFEIL_UP            115
-#define EL_PFEIL_DOWN          116
-#define EL_SCHWEIN             117
-#define EL_DRACHE              118
-
-#define EL_EM_KEY_1_FILE       119
-
-#define EL_CHAR_START          120
-#define EL_CHAR_ASCII0         (EL_CHAR_START-32)
-#define EL_CHAR_AUSRUF         (EL_CHAR_ASCII0+33)
-#define EL_CHAR_ZOLL           (EL_CHAR_ASCII0+34)
-#define EL_CHAR_RAUTE          (EL_CHAR_ASCII0+35)
-#define EL_CHAR_DOLLAR         (EL_CHAR_ASCII0+36)
-#define EL_CHAR_PROZ           (EL_CHAR_ASCII0+37)
-#define EL_CHAR_AMPERSAND      (EL_CHAR_ASCII0+38)
-#define EL_CHAR_APOSTR         (EL_CHAR_ASCII0+39)
-#define EL_CHAR_KLAMM1         (EL_CHAR_ASCII0+40)
-#define EL_CHAR_KLAMM2         (EL_CHAR_ASCII0+41)
-#define EL_CHAR_MULT           (EL_CHAR_ASCII0+42)
-#define EL_CHAR_PLUS           (EL_CHAR_ASCII0+43)
-#define EL_CHAR_KOMMA          (EL_CHAR_ASCII0+44)
-#define EL_CHAR_MINUS          (EL_CHAR_ASCII0+45)
-#define EL_CHAR_PUNKT          (EL_CHAR_ASCII0+46)
-#define EL_CHAR_SLASH          (EL_CHAR_ASCII0+47)
-#define EL_CHAR_0              (EL_CHAR_ASCII0+48)
-#define EL_CHAR_9              (EL_CHAR_ASCII0+57)
-#define EL_CHAR_DOPPEL         (EL_CHAR_ASCII0+58)
-#define EL_CHAR_SEMIKL         (EL_CHAR_ASCII0+59)
-#define EL_CHAR_LT             (EL_CHAR_ASCII0+60)
-#define EL_CHAR_GLEICH         (EL_CHAR_ASCII0+61)
-#define EL_CHAR_GT             (EL_CHAR_ASCII0+62)
-#define EL_CHAR_FRAGE          (EL_CHAR_ASCII0+63)
-#define EL_CHAR_AT             (EL_CHAR_ASCII0+64)
-#define EL_CHAR_A              (EL_CHAR_ASCII0+65)
-#define EL_CHAR_Z              (EL_CHAR_ASCII0+90)
-#define EL_CHAR_AE             (EL_CHAR_ASCII0+91)
-#define EL_CHAR_OE             (EL_CHAR_ASCII0+92)
-#define EL_CHAR_UE             (EL_CHAR_ASCII0+93)
-#define EL_CHAR_COPY           (EL_CHAR_ASCII0+94)
-#define EL_CHAR_END            (EL_CHAR_START+79)
-
-#define EL_CHAR(x)             ((x) == 'Ä' ? EL_CHAR_AE : \
-                                (x) == 'Ö' ? EL_CHAR_OE : \
-                                (x) == 'Ãœ' ? EL_CHAR_UE : \
-                                EL_CHAR_A + (x) - 'A')
-
-#define EL_MAUER_X             200
-#define EL_MAUER_Y             201
-#define EL_MAUER_XY            202
-
-#define EL_EM_GATE_1           203
-#define EL_EM_GATE_2           204
-#define EL_EM_GATE_3           205
-#define EL_EM_GATE_4           206
-
-#define EL_EM_KEY_2_FILE       207
-#define EL_EM_KEY_3_FILE       208
-#define EL_EM_KEY_4_FILE       209
-
-#define EL_SP_START            210
-#define EL_SP_EMPTY            (EL_SP_START + 0)
-#define EL_SP_ZONK             (EL_SP_START + 1)
-#define EL_SP_BASE             (EL_SP_START + 2)
-#define EL_SP_MURPHY           (EL_SP_START + 3)
-#define EL_SP_INFOTRON         (EL_SP_START + 4)
-#define EL_SP_CHIP_SINGLE      (EL_SP_START + 5)
-#define EL_SP_HARD_GRAY                (EL_SP_START + 6)
-#define EL_SP_EXIT             (EL_SP_START + 7)
-#define EL_SP_DISK_ORANGE      (EL_SP_START + 8)
-#define EL_SP_PORT1_RIGHT      (EL_SP_START + 9)
-#define EL_SP_PORT1_DOWN       (EL_SP_START + 10)
-#define EL_SP_PORT1_LEFT       (EL_SP_START + 11)
-#define EL_SP_PORT1_UP         (EL_SP_START + 12)
-#define EL_SP_PORT2_RIGHT      (EL_SP_START + 13)
-#define EL_SP_PORT2_DOWN       (EL_SP_START + 14)
-#define EL_SP_PORT2_LEFT       (EL_SP_START + 15)
-#define EL_SP_PORT2_UP         (EL_SP_START + 16)
-#define EL_SP_SNIKSNAK         (EL_SP_START + 17)
-#define EL_SP_DISK_YELLOW      (EL_SP_START + 18)
-#define EL_SP_TERMINAL         (EL_SP_START + 19)
-#define EL_SP_DISK_RED         (EL_SP_START + 20)
-#define EL_SP_PORT_Y           (EL_SP_START + 21)
-#define EL_SP_PORT_X           (EL_SP_START + 22)
-#define EL_SP_PORT_XY          (EL_SP_START + 23)
-#define EL_SP_ELECTRON         (EL_SP_START + 24)
-#define EL_SP_BUG              (EL_SP_START + 25)
-#define EL_SP_CHIP_LEFT                (EL_SP_START + 26)
-#define EL_SP_CHIP_RIGHT       (EL_SP_START + 27)
-#define EL_SP_HARD_BASE1       (EL_SP_START + 28)
-#define EL_SP_HARD_GREEN       (EL_SP_START + 29)
-#define EL_SP_HARD_BLUE                (EL_SP_START + 30)
-#define EL_SP_HARD_RED         (EL_SP_START + 31)
-#define EL_SP_HARD_YELLOW      (EL_SP_START + 32)
-#define EL_SP_HARD_BASE2       (EL_SP_START + 33)
-#define EL_SP_HARD_BASE3       (EL_SP_START + 34)
-#define EL_SP_HARD_BASE4       (EL_SP_START + 35)
-#define EL_SP_HARD_BASE5       (EL_SP_START + 36)
-#define EL_SP_HARD_BASE6       (EL_SP_START + 37)
-#define EL_SP_CHIP_UPPER       (EL_SP_START + 38)
-#define EL_SP_CHIP_LOWER       (EL_SP_START + 39)
-#define EL_SP_END              (EL_SP_START + 39)
-
-#define EL_EM_GATE_1X          250
-#define EL_EM_GATE_2X          251
-#define EL_EM_GATE_3X          252
-#define EL_EM_GATE_4X          253
-
-#define EL_UNUSED_254          254
-#define EL_UNUSED_255          255
-
-#define EL_PEARL               256
-#define EL_CRYSTAL             257
-#define EL_WALL_PEARL          258
-#define EL_WALL_CRYSTAL                259
-#define EL_DOOR_WHITE          260
-#define EL_DOOR_WHITE_GRAY     261
-#define EL_KEY_WHITE           262
-#define EL_SHIELD_PASSIVE      263
-#define EL_EXTRA_TIME          264
-#define EL_SWITCHGATE_OPEN     265
-#define EL_SWITCHGATE_CLOSED   266
-#define EL_SWITCHGATE_SWITCH_1 267
-#define EL_SWITCHGATE_SWITCH_2 268
-
-#define EL_UNUSED_269          269
-#define EL_UNUSED_270          270
-
-#define EL_BELT1_LEFT          271
-#define EL_BELT1_MIDDLE                272
-#define EL_BELT1_RIGHT         273
-#define EL_BELT1_SWITCH_LEFT   274
-#define EL_BELT1_SWITCH_MIDDLE 275
-#define EL_BELT1_SWITCH_RIGHT  276
-#define EL_BELT2_LEFT          277
-#define EL_BELT2_MIDDLE                278
-#define EL_BELT2_RIGHT         279
-#define EL_BELT2_SWITCH_LEFT   280
-#define EL_BELT2_SWITCH_MIDDLE 281
-#define EL_BELT2_SWITCH_RIGHT  282
-#define EL_BELT3_LEFT          283
-#define EL_BELT3_MIDDLE                284
-#define EL_BELT3_RIGHT         285
-#define EL_BELT3_SWITCH_LEFT   286
-#define EL_BELT3_SWITCH_MIDDLE 287
-#define EL_BELT3_SWITCH_RIGHT  288
-#define EL_BELT4_LEFT          289
-#define EL_BELT4_MIDDLE                290
-#define EL_BELT4_RIGHT         291
-#define EL_BELT4_SWITCH_LEFT   292
-#define EL_BELT4_SWITCH_MIDDLE 293
-#define EL_BELT4_SWITCH_RIGHT  294
-#define EL_LANDMINE            295
-#define EL_ENVELOPE            296
-#define EL_LIGHT_SWITCH_OFF    297
-#define EL_LIGHT_SWITCH_ON     298
-#define EL_SIGN_EXCLAMATION    299
-#define EL_SIGN_RADIOACTIVITY  300
-#define EL_SIGN_STOP           301
-#define EL_SIGN_WHEELCHAIR     302
-#define EL_SIGN_PARKING                303
-#define EL_SIGN_ONEWAY         304
-#define EL_SIGN_HEART          305
-#define EL_SIGN_TRIANGLE       306
-#define EL_SIGN_ROUND          307
-#define EL_SIGN_EXIT           308
-#define EL_SIGN_YINYANG                309
-#define EL_SIGN_OTHER          310
-#define EL_MOLE_LEFT           311
-#define EL_MOLE_RIGHT          312
-#define EL_MOLE_UP             313
-#define EL_MOLE_DOWN           314
-#define EL_STEEL_SLANTED       315
-#define EL_SAND_INVISIBLE      316
-#define EL_DX_UNKNOWN_15       317
-#define EL_DX_UNKNOWN_42       318
-
-#define EL_UNUSED_319          319
-#define EL_UNUSED_320          320
-
-#define EL_SHIELD_ACTIVE       321
-#define EL_TIMEGATE_OPEN       322
-#define EL_TIMEGATE_CLOSED     323
-#define EL_TIMEGATE_SWITCH_ON  324
-#define EL_TIMEGATE_SWITCH_OFF 325
-
-#define EL_BALLOON             326
-#define EL_BALLOON_SEND_LEFT   327
-#define EL_BALLOON_SEND_RIGHT  328
-#define EL_BALLOON_SEND_UP     329
-#define EL_BALLOON_SEND_DOWN   330
-#define EL_BALLOON_SEND_ANY    331
-
-#define EL_EMC_STEEL_WALL_1    332
-#define EL_EMC_STEEL_WALL_2    333
-#define EL_EMC_STEEL_WALL_3    334
-#define EL_EMC_STEEL_WALL_4    335
-#define EL_EMC_WALL_1          336
-#define EL_EMC_WALL_2          337
-#define EL_EMC_WALL_3          338
-#define EL_EMC_WALL_4          339
-#define EL_EMC_WALL_5          340
-#define EL_EMC_WALL_6          341
-#define EL_EMC_WALL_7          342
-#define EL_EMC_WALL_8          343
-
-#define EL_TUBE_CROSS          344
-#define EL_TUBE_VERTICAL       345
-#define EL_TUBE_HORIZONTAL     346
-#define EL_TUBE_VERT_LEFT      347
-#define EL_TUBE_VERT_RIGHT     348
-#define EL_TUBE_HORIZ_UP       349
-#define EL_TUBE_HORIZ_DOWN     350
-#define EL_TUBE_LEFT_UP                351
-#define EL_TUBE_LEFT_DOWN      352
-#define EL_TUBE_RIGHT_UP       353
-#define EL_TUBE_RIGHT_DOWN     354
-#define EL_SPRING              355
-#define EL_TRAP_INACTIVE       356
-#define EL_DX_SUPABOMB         357
-
-/* "real" (and therefore drawable) runtime elements */
-#define EL_FIRST_RUNTIME_EL    500
-
-#define EL_MAGIC_WALL_EMPTY    500
-#define EL_MAGIC_WALL_BD_EMPTY 501
-#define EL_MAGIC_WALL_FULL     502
-#define EL_MAGIC_WALL_BD_FULL  503
-#define EL_MAGIC_WALL_DEAD     504
-#define EL_MAGIC_WALL_BD_DEAD  505
-#define EL_AUSGANG_ACT         506
-#define EL_SP_TERMINAL_ACTIVE  507
-#define EL_SP_BUG_ACTIVE       508
-#define EL_EM_KEY_1            509
-#define EL_EM_KEY_2            510
-#define EL_EM_KEY_3            511
-#define EL_EM_KEY_4            512
-#define EL_DYNABOMB_ACTIVE_1   513
-#define EL_DYNABOMB_ACTIVE_2   514
-#define EL_DYNABOMB_ACTIVE_3   515
-#define EL_DYNABOMB_ACTIVE_4   516
-#define EL_SWITCHGATE_OPENING  517
-#define EL_SWITCHGATE_CLOSING  518
-#define EL_TIMEGATE_OPENING    519
-#define EL_TIMEGATE_CLOSING    520
-#define EL_PEARL_BREAKING      521
-#define EL_TRAP_ACTIVE         522
-#define EL_SPRING_MOVING       523
-#define EL_SP_MURPHY_CLONE     524
-#define EL_QUICKSAND_EMPTYING  525
-#define EL_MAGIC_WALL_EMPTYING 526
-#define EL_MAGIC_WALL_BD_EMPTYING 527
-#define EL_AMOEBA_DRIPPING     528
-
-/* "unreal" (and therefore not drawable) runtime elements */
-#define EL_BLOCKED             600
-#define EL_EXPLODING           601
-#define EL_CRACKINGNUT         602
-#define EL_BLURB_LEFT          603
-#define EL_BLURB_RIGHT         604
-#define EL_AMOEBING            605
-#define EL_DEAMOEBING          606
-#define EL_MAUERND             607
-#define EL_BURNING             608
-#define EL_PLAYER_IS_LEAVING   609
-#define EL_QUICKSAND_FILLING   610
-#define EL_MAGIC_WALL_FILLING  611
-#define EL_MAGIC_WALL_BD_FILLING 612
-
-/* game graphics:
-**       0 -  255: graphics from "RocksScreen"
-**     256 -  511: graphics from "RocksFont"
-**     512 -  767: graphics from "RocksHeroes"
-**     768 - 1023: graphics from "RocksSP"
-**     1024 - 1279: graphics from "RocksDC"
-**     1280 - 1535: graphics from "RocksMore"
-*/
+struct ElementInfo
+{
+  char *token_name;            /* element token prefix used in config files */
+  char *sound_class_name;      /* classification for custom sound effects */
+  char *editor_description;    /* short description for level editor */
+  char *custom_description;    /* custom description for level editor */
 
-#define GFX_START_ROCKSSCREEN  0
-#define GFX_END_ROCKSSCREEN    255
-#define GFX_START_ROCKSFONT    256
-#define GFX_END_ROCKSFONT      511
-#define GFX_START_ROCKSHEROES  512
-#define GFX_END_ROCKSHEROES    767
-#define GFX_START_ROCKSSP      768
-#define GFX_END_ROCKSSP                1023
-#define GFX_START_ROCKSDC      1024
-#define GFX_END_ROCKSDC                1279
-#define GFX_START_ROCKSMORE    1280
-#define GFX_END_ROCKSMORE      1535
-
-#define NUM_TILES              1536
-
-/* graphics from "RocksScreen" */
-/* Zeile 0 (0) */
-#define GFX_LEERRAUM           (-1)
-#define        GFX_ERDREICH            0
-#define GFX_ERDENRAND          1
-#define GFX_MORAST_LEER                2
-#define GFX_MORAST_VOLL                3
-#define GFX_BETON              4
-#define        GFX_MAUERWERK           5
-#define        GFX_FELSBODEN           6
-#define        GFX_EDELSTEIN           8
-#define GFX_DIAMANT            10
-#define        GFX_FELSBROCKEN         12
-/* Zeile 1 (16) */
-#define GFX_BADEWANNE1         16
-#define GFX_SALZSAEURE         17
-#define GFX_BADEWANNE2         18
-
-/*
-#define GFX_UNSICHTBAR         19
-*/
+  int graphic[NUM_ACTIONS];    /* default graphics for several actions */
+                               /* special graphics for left/right/up/down */
+  int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
 
-#define GFX_SCHLUESSEL1                20
-#define GFX_SCHLUESSEL2                21
-#define GFX_SCHLUESSEL3                22
-#define GFX_SCHLUESSEL4                23
-#define GFX_LIFE               24
-#define GFX_LIFE_ASYNC         25
-#define GFX_BADEWANNE          26
-#define GFX_BOMBE              27
-#define GFX_KOKOSNUSS          28
-#define GFX_CRACKINGNUT                29
-/* Zeile 2 (32) */
-#define GFX_BADEWANNE3         32
-#define GFX_BADEWANNE4         33
-#define GFX_BADEWANNE5         34
-#define        GFX_SMILEY              35
-#define GFX_PFORTE1            36
-#define GFX_PFORTE2            37
-#define GFX_PFORTE3            38
-#define GFX_PFORTE4            39
-#define GFX_PFORTE1X           40
-#define GFX_PFORTE2X           41
-#define GFX_PFORTE3X           42
-#define GFX_PFORTE4X           43
-/* Zeile 3 (48) */
-#define GFX_DYNAMIT_AUS                48
-#define GFX_DYNAMIT            49
-#define GFX_FLIEGER            56
-#define GFX_FLIEGER_RIGHT      56
-#define GFX_FLIEGER_UP         57
-#define GFX_FLIEGER_LEFT       58
-#define GFX_FLIEGER_DOWN       59
-/* Zeile 4 (64) */
-#define GFX_EXPLOSION          64
-#define GFX_KAEFER             72
-#define GFX_KAEFER_RIGHT       72
-#define GFX_KAEFER_UP          73
-#define GFX_KAEFER_LEFT                74
-#define GFX_KAEFER_DOWN                75
-/* Zeile 5 (80) */
-#define GFX_MAMPFER            80
-#define GFX_ROBOT              84
-#define GFX_PACMAN             88
-#define GFX_PACMAN_RIGHT       88
-#define GFX_PACMAN_UP          89
-#define GFX_PACMAN_LEFT                90
-#define GFX_PACMAN_DOWN                91
-/* Zeile 6 (96) */
-#define GFX_ABLENK             96
-#define GFX_ABLENK_EIN         GFX_ABLENK
-#define GFX_ABLENK_AUS         GFX_ABLENK
-#define GFX_AMOEBE_NASS                100
-#define GFX_TROPFEN            101
-#define GFX_AMOEBING           GFX_TROPFEN
-#define GFX_AMOEBE_LEBT                104
-#define GFX_AMOEBE_NORM                GFX_AMOEBE_LEBT
-#define GFX_AMOEBE_TOT         108
-#define GFX_AMOEBA2DIAM                GFX_AMOEBE_TOT
-/* Zeile 7 (112) */
-#define GFX_BIRNE_AUS          112
-#define GFX_BIRNE_EIN          113
-#define GFX_ZEIT_VOLL          114
-#define GFX_ZEIT_LEER          115
-#define GFX_SPIELER1           116
-#define GFX_SPIELER2           117
-#define GFX_SPIELER3           118
-#define GFX_SPIELER4           119
-#define GFX_AMOEBE_VOLL                120
-#define GFX_AMOEBE_BD          GFX_AMOEBE_VOLL
-#define GFX_SOKOBAN_OBJEKT     121
-#define GFX_SOKOBAN_FELD_LEER  122
-#define GFX_SOKOBAN_FELD_VOLL  123
-#define GFX_GEBLUBBER          124
-/* Zeile 8 (128) */
-#define GFX_MAGIC_WALL_OFF     128
-#define GFX_MAGIC_WALL_EMPTY   GFX_MAGIC_WALL_OFF
-#define GFX_MAGIC_WALL_FULL    GFX_MAGIC_WALL_OFF
-#define GFX_MAGIC_WALL_DEAD    GFX_MAGIC_WALL_OFF
-#define GFX_ERZ_EDEL           132
-#define GFX_ERZ_DIAM           133
-#define GFX_ERZ_EDEL_ROT       134
-#define GFX_ERZ_EDEL_LILA      135
-#define GFX_ERZ_EDEL_GELB      136
-#define GFX_ERZ_EDEL_BD                137
-#define GFX_EDELSTEIN_GELB     138
-#define GFX_KUGEL_ROT          140
-#define GFX_KUGEL_BLAU         141
-#define GFX_KUGEL_GELB         142
-#define GFX_KUGEL_GRAU         143
-/* Zeile 9 (144) */
-#define GFX_PINGUIN            144
-#define GFX_MOLE               145
-#define GFX_SCHWEIN            146
-#define GFX_DRACHE             147
-#define GFX_MAUER_XY           148
-#define GFX_MAUER_X            149
-#define GFX_MAUER_Y            150
-#define GFX_EDELSTEIN_ROT      152
-#define GFX_EDELSTEIN_LILA     154
-#define GFX_DYNABOMB_XL                156
-#define GFX_BLACK_ORB          157
-#define GFX_SPEED_PILL         158
-#define GFX_SONDE              159
-/* Zeile 10 (160) */
-#define GFX_EDELSTEIN_BD       163
-#define GFX_MAUER_RIGHT                165
-#define GFX_MAUER_R1           GFX_MAUER_RIGHT
-#define GFX_MAUER_R            167
-#define GFX_MAUER_LEFT         168
-#define GFX_MAUER_L1           GFX_MAUER_LEFT
-#define GFX_MAUER_L            170
-#define GFX_MAUER_LEBT         171
-#define GFX_MAGIC_WALL_BD_OFF  172
-#define GFX_MAGIC_WALL_BD_EMPTY        GFX_MAGIC_WALL_BD_OFF
-#define GFX_MAGIC_WALL_BD_FULL GFX_MAGIC_WALL_BD_OFF
-#define GFX_MAGIC_WALL_BD_DEAD GFX_MAGIC_WALL_BD_OFF
-/* Zeile 11 (176) */
-#define        GFX_AUSGANG_ZU          176
-#define        GFX_AUSGANG_ACT         177
-#define        GFX_AUSGANG_AUF         180
-#define GFX_MAMPFER2           184
-#define GFX_DYNABOMB           188
-#define GFX_DYNABOMB_NR                188
-#define GFX_DYNABOMB_SZ                191
-/* Zeile 12 (192) */
-#define GFX_PFEIL_LEFT         192
-#define GFX_PFEIL_RIGHT                193
-#define GFX_PFEIL_UP           194
-#define GFX_PFEIL_DOWN         195
-#define GFX_BUTTERFLY          196
-#define GFX_FIREFLY            198
-#define GFX_BUTTERFLY_RIGHT    200
-#define GFX_BUTTERFLY_UP       201
-#define GFX_BUTTERFLY_LEFT     202
-#define GFX_BUTTERFLY_DOWN     203
-#define GFX_FIREFLY_RIGHT      204
-#define GFX_FIREFLY_UP         205
-#define GFX_FIREFLY_LEFT       206
-#define GFX_FIREFLY_DOWN       207
-
-/* only available as size MINI_TILE */
-#define GFX_VSTEEL_UPPER_LEFT  208
-#define GFX_VSTEEL_UPPER_RIGHT 209
-#define GFX_VSTEEL_LOWER_LEFT  210
-#define GFX_VSTEEL_LOWER_RIGHT 211
-#define GFX_VSTEEL_HORIZONTAL  212
-#define GFX_VSTEEL_VERTICAL    213
-#define GFX_ISTEEL_UPPER_LEFT  214
-#define GFX_ISTEEL_UPPER_RIGHT 215
-#define GFX_ISTEEL_LOWER_LEFT  216
-#define GFX_ISTEEL_LOWER_RIGHT 217
-#define GFX_ISTEEL_HORIZONTAL  218
-#define GFX_ISTEEL_VERTICAL    219
-
-/* elements with graphics borrowed from other elements */
-#define GFX_SCHLUESSEL         GFX_SCHLUESSEL1
-#define GFX_SPIELFIGUR         GFX_SPIELER1
-
-/* graphics from "RocksHeroes" */
-#define GFX_SPIELER1_DOWN      (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE + 0)
-#define GFX_SPIELER1_UP                (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE + 4)
-#define GFX_SPIELER1_LEFT      (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE + 0)
-#define GFX_SPIELER1_RIGHT     (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE + 4)
-#define GFX_SPIELER1_PUSH_RIGHT        (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE + 0)
-#define GFX_SPIELER1_PUSH_LEFT (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE + 4)
-#define GFX_SPIELER2_DOWN      (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE + 0)
-#define GFX_SPIELER2_UP                (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE + 4)
-#define GFX_SPIELER2_LEFT      (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE + 0)
-#define GFX_SPIELER2_RIGHT     (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE + 4)
-#define GFX_SPIELER2_PUSH_RIGHT        (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE + 0)
-#define GFX_SPIELER2_PUSH_LEFT (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE + 4)
-#define GFX_SPIELER3_DOWN      (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE + 0)
-#define GFX_SPIELER3_UP                (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE + 4)
-#define GFX_SPIELER3_LEFT      (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE + 0)
-#define GFX_SPIELER3_RIGHT     (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE + 4)
-#define GFX_SPIELER3_PUSH_RIGHT        (GFX_START_ROCKSHEROES + 8*HEROES_PER_LINE + 0)
-#define GFX_SPIELER3_PUSH_LEFT (GFX_START_ROCKSHEROES + 8*HEROES_PER_LINE + 4)
-#define GFX_SPIELER4_DOWN      (GFX_START_ROCKSHEROES + 9*HEROES_PER_LINE + 0)
-#define GFX_SPIELER4_UP                (GFX_START_ROCKSHEROES + 9*HEROES_PER_LINE + 4)
-#define GFX_SPIELER4_LEFT      (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE + 0)
-#define GFX_SPIELER4_RIGHT     (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE + 4)
-#define GFX_SPIELER4_PUSH_RIGHT        (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE + 0)
-#define GFX_SPIELER4_PUSH_LEFT (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE + 4)
-#define GFX_MAUER_DOWN         (GFX_START_ROCKSHEROES +12*HEROES_PER_LINE + 0)
-#define GFX_MAUER_UP           (GFX_START_ROCKSHEROES +12*HEROES_PER_LINE + 3)
-#define GFX2_SHIELD_PASSIVE    (GFX_START_ROCKSHEROES +13*HEROES_PER_LINE + 1)
-#define GFX2_SHIELD_ACTIVE     (GFX_START_ROCKSHEROES +13*HEROES_PER_LINE + 5)
-
-#define GFX_SONDE_START                (GFX_START_ROCKSHEROES + 9*HEROES_PER_LINE + 8)
-#define GFX_SCHWEIN_DOWN       (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE + 8)
-#define GFX_SCHWEIN_UP         (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE +12)
-#define GFX_SCHWEIN_LEFT       (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE + 8)
-#define GFX_SCHWEIN_RIGHT      (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE +12)
-#define GFX_DRACHE_DOWN                (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE + 8)
-#define GFX_DRACHE_UP          (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE +12)
-#define GFX_DRACHE_LEFT                (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE + 8)
-#define GFX_DRACHE_RIGHT       (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE +12)
-/*
-#define GFX_MOLE_DOWN          (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE + 8)
-#define GFX_MOLE_UP            (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE +12)
-#define GFX_MOLE_LEFT          (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE + 8)
-#define GFX_MOLE_RIGHT         (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE +12)
-*/
-#define GFX_PINGUIN_DOWN       (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE + 8)
-#define GFX_PINGUIN_UP         (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE +12)
-#define GFX_PINGUIN_LEFT       (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE + 8)
-#define GFX_PINGUIN_RIGHT      (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE +12)
-#define GFX_BLURB_LEFT         (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE + 8)
-#define GFX_BLURB_RIGHT                (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE +12)
-#define GFX_FUNKELN_BLAU       (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE + 9)
-#define GFX_FUNKELN_WEISS      (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE +13)
-#define GFX_FLAMMEN_LEFT       (GFX_START_ROCKSHEROES +12*HEROES_PER_LINE + 8)
-#define GFX_FLAMMEN_RIGHT      (GFX_START_ROCKSHEROES +13*HEROES_PER_LINE + 8)
-#define GFX_FLAMMEN_UP         (GFX_START_ROCKSHEROES +14*HEROES_PER_LINE + 8)
-#define GFX_FLAMMEN_DOWN       (GFX_START_ROCKSHEROES +15*HEROES_PER_LINE + 8)
-
-/* graphics from "RocksSP" */
-#define GFX_SP_EMPTY           (GFX_START_ROCKSSP +  0 * SP_PER_LINE +  0)
-/*
-#define GFX_SP_ZONK            (GFX_START_ROCKSSP +  0 * SP_PER_LINE +  1)
-*/
-#define GFX_SP_BASE            (GFX_START_ROCKSSP +  0 * SP_PER_LINE +  2)
-#define GFX_SP_MURPHY          (GFX_START_ROCKSSP +  0 * SP_PER_LINE +  3)
-#define GFX_SP_INFOTRON                (GFX_START_ROCKSSP +  0 * SP_PER_LINE +  4)
-#define GFX_SP_CHIP_SINGLE     (GFX_START_ROCKSSP +  0 * SP_PER_LINE +  5)
-#define GFX_SP_HARD_GRAY       (GFX_START_ROCKSSP +  0 * SP_PER_LINE +  6)
-#define GFX_SP_EXIT            (GFX_START_ROCKSSP +  0 * SP_PER_LINE +  7)
-#define GFX_SP_DISK_ORANGE     (GFX_START_ROCKSSP +  1 * SP_PER_LINE +  0)
-#define GFX_SP_PORT1_RIGHT     (GFX_START_ROCKSSP +  1 * SP_PER_LINE +  1)
-#define GFX_SP_PORT1_DOWN      (GFX_START_ROCKSSP +  1 * SP_PER_LINE +  2)
-#define GFX_SP_PORT1_LEFT      (GFX_START_ROCKSSP +  1 * SP_PER_LINE +  3)
-#define GFX_SP_PORT1_UP                (GFX_START_ROCKSSP +  1 * SP_PER_LINE +  4)
-#define GFX_SP_PORT2_RIGHT     (GFX_START_ROCKSSP +  1 * SP_PER_LINE +  5)
-#define GFX_SP_PORT2_DOWN      (GFX_START_ROCKSSP +  1 * SP_PER_LINE +  6)
-#define GFX_SP_PORT2_LEFT      (GFX_START_ROCKSSP +  1 * SP_PER_LINE +  7)
-#define GFX_SP_PORT2_UP                (GFX_START_ROCKSSP +  2 * SP_PER_LINE +  0)
-#define GFX_SP_SNIKSNAK                (GFX_START_ROCKSSP +  2 * SP_PER_LINE +  1)
-#define GFX_SP_DISK_YELLOW     (GFX_START_ROCKSSP +  2 * SP_PER_LINE +  2)
-#define GFX_SP_TERMINAL                (GFX_START_ROCKSSP +  2 * SP_PER_LINE +  3)
-#define GFX_SP_DISK_RED                (GFX_START_ROCKSSP +  2 * SP_PER_LINE +  4)
-#define GFX_SP_PORT_Y          (GFX_START_ROCKSSP +  2 * SP_PER_LINE +  5)
-#define GFX_SP_PORT_X          (GFX_START_ROCKSSP +  2 * SP_PER_LINE +  6)
-#define GFX_SP_PORT_XY         (GFX_START_ROCKSSP +  2 * SP_PER_LINE +  7)
-#define GFX_SP_ELECTRON                (GFX_START_ROCKSSP +  3 * SP_PER_LINE +  0)
-#define GFX_SP_BUG             (GFX_START_ROCKSSP +  3 * SP_PER_LINE +  1)
-#define GFX_SP_CHIP_LEFT       (GFX_START_ROCKSSP +  3 * SP_PER_LINE +  2)
-#define GFX_SP_CHIP_RIGHT      (GFX_START_ROCKSSP +  3 * SP_PER_LINE +  3)
-#define GFX_SP_HARD_BASE1      (GFX_START_ROCKSSP +  3 * SP_PER_LINE +  4)
-#define GFX_SP_HARD_GREEN      (GFX_START_ROCKSSP +  3 * SP_PER_LINE +  5)
-#define GFX_SP_HARD_BLUE       (GFX_START_ROCKSSP +  3 * SP_PER_LINE +  6)
-#define GFX_SP_HARD_RED                (GFX_START_ROCKSSP +  3 * SP_PER_LINE +  7)
-#define GFX_SP_HARD_YELLOW     (GFX_START_ROCKSSP +  4 * SP_PER_LINE +  0)
-#define GFX_SP_HARD_BASE2      (GFX_START_ROCKSSP +  4 * SP_PER_LINE +  1)
-#define GFX_SP_HARD_BASE3      (GFX_START_ROCKSSP +  4 * SP_PER_LINE +  2)
-#define GFX_SP_HARD_BASE4      (GFX_START_ROCKSSP +  4 * SP_PER_LINE +  3)
-#define GFX_SP_HARD_BASE5      (GFX_START_ROCKSSP +  4 * SP_PER_LINE +  4)
-#define GFX_SP_HARD_BASE6      (GFX_START_ROCKSSP +  4 * SP_PER_LINE +  5)
-#define GFX_SP_CHIP_UPPER      (GFX_START_ROCKSSP +  4 * SP_PER_LINE +  6)
-#define GFX_SP_CHIP_LOWER      (GFX_START_ROCKSSP +  4 * SP_PER_LINE +  7)
-
-#define GFX_INVISIBLE_STEEL_ON (GFX_START_ROCKSSP +  5 * SP_PER_LINE +  1)
-#define GFX_SAND_INVISIBLE_ON  (GFX_START_ROCKSSP +  5 * SP_PER_LINE +  2)
-#define GFX_INVISIBLE_STEEL    (GFX_START_ROCKSSP +  5 * SP_PER_LINE +  3)
-#define GFX_UNSICHTBAR_ON      (GFX_START_ROCKSSP +  5 * SP_PER_LINE +  5)
-#define GFX_SAND_INVISIBLE     (GFX_START_ROCKSSP +  5 * SP_PER_LINE +  6)
-#define GFX_UNSICHTBAR         (GFX_START_ROCKSSP +  5 * SP_PER_LINE +  7)
-
-#define GFX_SP_ZONK            (GFX_START_ROCKSSP +  6 * SP_PER_LINE +  0)
-
-#define GFX_EM_KEY_1           (GFX_START_ROCKSSP +  6 * SP_PER_LINE +  4)
-#define GFX_EM_KEY_2           (GFX_START_ROCKSSP +  6 * SP_PER_LINE +  5)
-#define GFX_EM_KEY_3           (GFX_START_ROCKSSP +  6 * SP_PER_LINE +  6)
-#define GFX_EM_KEY_4           (GFX_START_ROCKSSP +  6 * SP_PER_LINE +  7)
-#define GFX_EM_GATE_1          (GFX_START_ROCKSSP +  7 * SP_PER_LINE +  0)
-#define GFX_EM_GATE_2          (GFX_START_ROCKSSP +  7 * SP_PER_LINE +  1)
-#define GFX_EM_GATE_3          (GFX_START_ROCKSSP +  7 * SP_PER_LINE +  2)
-#define GFX_EM_GATE_4          (GFX_START_ROCKSSP +  7 * SP_PER_LINE +  3)
-#define GFX_EM_GATE_1X         (GFX_START_ROCKSSP +  7 * SP_PER_LINE +  4)
-#define GFX_EM_GATE_2X         (GFX_START_ROCKSSP +  7 * SP_PER_LINE +  5)
-#define GFX_EM_GATE_3X         (GFX_START_ROCKSSP +  7 * SP_PER_LINE +  6)
-#define GFX_EM_GATE_4X         (GFX_START_ROCKSSP +  7 * SP_PER_LINE +  7)
-
-#define GFX_MURPHY_GO_LEFT     (GFX_START_ROCKSSP +  0 * SP_PER_LINE +  8)
-#define GFX_MURPHY_ANY_LEFT    (GFX_START_ROCKSSP +  0 * SP_PER_LINE +  9)
-#define GFX_MURPHY_GO_RIGHT    (GFX_START_ROCKSSP +  0 * SP_PER_LINE + 11)
-#define GFX_MURPHY_ANY_RIGHT   (GFX_START_ROCKSSP +  0 * SP_PER_LINE + 12)
-#define GFX_MURPHY_SNAP_UP     (GFX_START_ROCKSSP +  0 * SP_PER_LINE + 14)
-#define GFX_MURPHY_SNAP_DOWN   (GFX_START_ROCKSSP +  0 * SP_PER_LINE + 15)
-#define GFX_MURPHY_SNAP_RIGHT  (GFX_START_ROCKSSP +  1 * SP_PER_LINE +  8)
-#define GFX_MURPHY_SNAP_LEFT   (GFX_START_ROCKSSP +  1 * SP_PER_LINE +  9)
-#define GFX_MURPHY_PUSH_RIGHT  (GFX_START_ROCKSSP +  1 * SP_PER_LINE + 10)
-#define GFX_MURPHY_PUSH_LEFT   (GFX_START_ROCKSSP +  1 * SP_PER_LINE + 11)
-
-#define GFX_SP_BUG_WARNING     (GFX_START_ROCKSSP +  2 * SP_PER_LINE + 15)
-#define GFX_SP_EXPLODE_EMPTY   (GFX_START_ROCKSSP +  3 * SP_PER_LINE +  8)
-#define GFX_SP_EXPLODE_INFOTRON        (GFX_START_ROCKSSP +  4 * SP_PER_LINE +  8)
-#define GFX_SP_BUG_ACTIVE      (GFX_START_ROCKSSP +  6 * SP_PER_LINE +  8)
-#define GFX_SP_SNIKSNAK_LEFT   (GFX_START_ROCKSSP +  8 * SP_PER_LINE +  8)
-#define GFX_SP_SNIKSNAK_RIGHT  (GFX_START_ROCKSSP +  8 * SP_PER_LINE + 12)
-#define GFX_SP_SNIKSNAK_UP     (GFX_START_ROCKSSP +  9 * SP_PER_LINE +  8)
-#define GFX_SP_SNIKSNAK_DOWN   (GFX_START_ROCKSSP +  9 * SP_PER_LINE + 12)
-
-#define GFX2_SP_ELECTRON       (GFX_START_ROCKSSP + 10 * SP_PER_LINE +  8)
-#define GFX2_SP_TERMINAL       (GFX_START_ROCKSSP + 11 * SP_PER_LINE +  8)
-#define GFX2_SP_TERMINAL_ACTIVE        (GFX_START_ROCKSSP + 12 * SP_PER_LINE +  8)
-
-#define GFX_SP_MURPHY_CLONE    (GFX_START_ROCKSSP +  0 * SP_PER_LINE +  3)
-
-/* graphics from "RocksDC" */
-#define GFX_BELT1_MIDDLE       (GFX_START_ROCKSDC +  0 * DC_PER_LINE +  0)
-#define GFX_BELT1_LEFT         (GFX_START_ROCKSDC +  1 * DC_PER_LINE +  0)
-#define GFX_BELT1_RIGHT                (GFX_START_ROCKSDC +  2 * DC_PER_LINE +  0)
-#define GFX_BELT2_MIDDLE       (GFX_START_ROCKSDC +  3 * DC_PER_LINE +  0)
-#define GFX_BELT2_LEFT         (GFX_START_ROCKSDC +  4 * DC_PER_LINE +  0)
-#define GFX_BELT2_RIGHT                (GFX_START_ROCKSDC +  5 * DC_PER_LINE +  0)
-#define GFX_BELT3_MIDDLE       (GFX_START_ROCKSDC +  6 * DC_PER_LINE +  0)
-#define GFX_BELT3_LEFT         (GFX_START_ROCKSDC +  7 * DC_PER_LINE +  0)
-#define GFX_BELT3_RIGHT                (GFX_START_ROCKSDC +  8 * DC_PER_LINE +  0)
-#define GFX_BELT4_MIDDLE       (GFX_START_ROCKSDC +  9 * DC_PER_LINE +  0)
-#define GFX_BELT4_LEFT         (GFX_START_ROCKSDC + 10 * DC_PER_LINE +  0)
-#define GFX_BELT4_RIGHT                (GFX_START_ROCKSDC + 11 * DC_PER_LINE +  0)
-#define GFX_BELT1_SWITCH_LEFT  (GFX_START_ROCKSDC + 12 * DC_PER_LINE +  0)
-#define GFX_BELT2_SWITCH_LEFT  (GFX_START_ROCKSDC + 12 * DC_PER_LINE +  1)
-#define GFX_BELT3_SWITCH_LEFT  (GFX_START_ROCKSDC + 12 * DC_PER_LINE +  2)
-#define GFX_BELT4_SWITCH_LEFT  (GFX_START_ROCKSDC + 12 * DC_PER_LINE +  3)
-#define GFX_BELT1_SWITCH_MIDDLE        (GFX_START_ROCKSDC + 13 * DC_PER_LINE +  0)
-#define GFX_BELT2_SWITCH_MIDDLE        (GFX_START_ROCKSDC + 13 * DC_PER_LINE +  1)
-#define GFX_BELT3_SWITCH_MIDDLE        (GFX_START_ROCKSDC + 13 * DC_PER_LINE +  2)
-#define GFX_BELT4_SWITCH_MIDDLE        (GFX_START_ROCKSDC + 13 * DC_PER_LINE +  3)
-#define GFX_BELT1_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE +  0)
-#define GFX_BELT2_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE +  1)
-#define GFX_BELT3_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE +  2)
-#define GFX_BELT4_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE +  3)
-
-#define GFX_SWITCHGATE_SWITCH_1        (GFX_START_ROCKSDC + 12 * DC_PER_LINE +  4)
-#define GFX_SWITCHGATE_SWITCH_2        (GFX_START_ROCKSDC + 12 * DC_PER_LINE +  5)
-#define GFX_LIGHT_SWITCH_OFF   (GFX_START_ROCKSDC + 12 * DC_PER_LINE +  6)
-#define GFX_LIGHT_SWITCH_ON    (GFX_START_ROCKSDC + 12 * DC_PER_LINE +  7)
-#define GFX_TIMEGATE_SWITCH    (GFX_START_ROCKSDC + 15 * DC_PER_LINE +  0)
-
-#define GFX_ENVELOPE           (GFX_START_ROCKSDC + 14 * DC_PER_LINE +  4)
-#define GFX_SIGN_EXCLAMATION   (GFX_START_ROCKSDC + 14 * DC_PER_LINE +  5)
-#define GFX_SIGN_STOP          (GFX_START_ROCKSDC + 14 * DC_PER_LINE +  6)
-#define GFX_LANDMINE           (GFX_START_ROCKSDC + 14 * DC_PER_LINE +  7)
-#define GFX_STEEL_SLANTED      (GFX_START_ROCKSDC + 15 * DC_PER_LINE +  5)
-
-#define GFX_EXTRA_TIME         (GFX_START_ROCKSDC +  0 * DC_PER_LINE +  8)
-#define GFX_SHIELD_ACTIVE      (GFX_START_ROCKSDC +  1 * DC_PER_LINE +  8)
-#define GFX_SHIELD_PASSIVE     (GFX_START_ROCKSDC +  2 * DC_PER_LINE +  8)
-#define GFX_MOLE_DOWN          (GFX_START_ROCKSDC +  3 * DC_PER_LINE +  8)
-#define GFX_MOLE_UP            (GFX_START_ROCKSDC +  3 * DC_PER_LINE + 12)
-#define GFX_MOLE_LEFT          (GFX_START_ROCKSDC +  4 * DC_PER_LINE +  8)
-#define GFX_MOLE_RIGHT         (GFX_START_ROCKSDC +  4 * DC_PER_LINE + 12)
-#define GFX_SWITCHGATE_CLOSED  (GFX_START_ROCKSDC +  5 * DC_PER_LINE +  8)
-#define GFX_SWITCHGATE_OPEN    (GFX_START_ROCKSDC +  5 * DC_PER_LINE + 12)
-#define GFX_TIMEGATE_CLOSED    (GFX_START_ROCKSDC +  6 * DC_PER_LINE +  8)
-#define GFX_TIMEGATE_OPEN      (GFX_START_ROCKSDC +  6 * DC_PER_LINE + 12)
-#define GFX_BALLOON_SEND_LEFT  (GFX_START_ROCKSDC +  7 * DC_PER_LINE +  8)
-#define GFX_BALLOON_SEND_RIGHT (GFX_START_ROCKSDC +  7 * DC_PER_LINE +  9)
-#define GFX_BALLOON_SEND_UP    (GFX_START_ROCKSDC +  7 * DC_PER_LINE + 10)
-#define GFX_BALLOON_SEND_DOWN  (GFX_START_ROCKSDC +  7 * DC_PER_LINE + 11)
-#define GFX_BALLOON            (GFX_START_ROCKSDC +  7 * DC_PER_LINE + 12)
-#define GFX_BALLOON_SEND_ANY   (GFX_START_ROCKSDC +  0 * DC_PER_LINE + 15)
-
-#define GFX_EMC_STEEL_WALL_1   (GFX_START_ROCKSDC +  0 * DC_PER_LINE + 14)
-#define GFX_EMC_STEEL_WALL_2   (GFX_START_ROCKSDC +  0 * DC_PER_LINE + 14)
-#define GFX_EMC_STEEL_WALL_3   (GFX_START_ROCKSDC +  0 * DC_PER_LINE + 14)
-#define GFX_EMC_STEEL_WALL_4   (GFX_START_ROCKSDC +  0 * DC_PER_LINE + 14)
-#define GFX_EMC_WALL_1         (GFX_START_ROCKSDC +  6 * DC_PER_LINE + 13)
-#define GFX_EMC_WALL_2         (GFX_START_ROCKSDC +  6 * DC_PER_LINE + 14)
-#define GFX_EMC_WALL_3         (GFX_START_ROCKSDC +  6 * DC_PER_LINE + 15)
-#define GFX_EMC_WALL_4         (GFX_START_ROCKSDC +  1 * DC_PER_LINE + 14)
-#define GFX_EMC_WALL_5         (GFX_START_ROCKSDC +  1 * DC_PER_LINE + 15)
-#define GFX_EMC_WALL_6         (GFX_START_ROCKSDC +  2 * DC_PER_LINE + 14)
-#define GFX_EMC_WALL_7         (GFX_START_ROCKSDC +  2 * DC_PER_LINE + 15)
-#define GFX_EMC_WALL_8         (GFX_START_ROCKSDC +  1 * DC_PER_LINE + 14)
-
-/* graphics from "RocksMore" */
-#define GFX_ARROW_BLUE_LEFT    (GFX_START_ROCKSMORE +  0 * MORE_PER_LINE +  0)
-#define GFX_ARROW_BLUE_RIGHT   (GFX_START_ROCKSMORE +  0 * MORE_PER_LINE +  1)
-#define GFX_ARROW_BLUE_UP      (GFX_START_ROCKSMORE +  0 * MORE_PER_LINE +  2)
-#define GFX_ARROW_BLUE_DOWN    (GFX_START_ROCKSMORE +  0 * MORE_PER_LINE +  3)
-#define GFX_ARROW_RED_LEFT     (GFX_START_ROCKSMORE +  1 * MORE_PER_LINE +  0)
-#define GFX_ARROW_RED_RIGHT    (GFX_START_ROCKSMORE +  1 * MORE_PER_LINE +  1)
-#define GFX_ARROW_RED_UP       (GFX_START_ROCKSMORE +  1 * MORE_PER_LINE +  2)
-#define GFX_ARROW_RED_DOWN     (GFX_START_ROCKSMORE +  1 * MORE_PER_LINE +  3)
-#define GFX_SCROLLBAR_BLUE     (GFX_START_ROCKSMORE +  2 * MORE_PER_LINE +  0)
-#define GFX_SCROLLBAR_RED      (GFX_START_ROCKSMORE +  2 * MORE_PER_LINE +  1)
-#define GFX_PEARL              (GFX_START_ROCKSMORE +  3 * MORE_PER_LINE +  0)
-#define GFX_CRYSTAL            (GFX_START_ROCKSMORE +  3 * MORE_PER_LINE +  1)
-#define GFX_WALL_PEARL         (GFX_START_ROCKSMORE +  3 * MORE_PER_LINE +  2)
-#define GFX_WALL_CRYSTAL       (GFX_START_ROCKSMORE +  3 * MORE_PER_LINE +  3)
-#define GFX_PEARL_BREAKING     (GFX_START_ROCKSMORE +  4 * MORE_PER_LINE +  0)
-#define GFX_SPRING             (GFX_START_ROCKSMORE +  5 * MORE_PER_LINE +  0)
-#define GFX_TUBE_RIGHT_DOWN    (GFX_START_ROCKSMORE +  5 * MORE_PER_LINE +  1)
-#define GFX_TUBE_HORIZ_DOWN    (GFX_START_ROCKSMORE +  5 * MORE_PER_LINE +  2)
-#define GFX_TUBE_LEFT_DOWN     (GFX_START_ROCKSMORE +  5 * MORE_PER_LINE +  3)
-#define GFX_TUBE_HORIZONTAL    (GFX_START_ROCKSMORE +  6 * MORE_PER_LINE +  0)
-#define GFX_TUBE_VERT_RIGHT    (GFX_START_ROCKSMORE +  6 * MORE_PER_LINE +  1)
-#define GFX_TUBE_CROSS         (GFX_START_ROCKSMORE +  6 * MORE_PER_LINE +  2)
-#define GFX_TUBE_VERT_LEFT     (GFX_START_ROCKSMORE +  6 * MORE_PER_LINE +  3)
-#define GFX_TUBE_VERTICAL      (GFX_START_ROCKSMORE +  7 * MORE_PER_LINE +  0)
-#define GFX_TUBE_RIGHT_UP      (GFX_START_ROCKSMORE +  7 * MORE_PER_LINE +  1)
-#define GFX_TUBE_HORIZ_UP      (GFX_START_ROCKSMORE +  7 * MORE_PER_LINE +  2)
-#define GFX_TUBE_LEFT_UP       (GFX_START_ROCKSMORE +  7 * MORE_PER_LINE +  3)
-
-#define GFX_TRAP_INACTIVE      (GFX_START_ROCKSMORE +  0 * MORE_PER_LINE +  4)
-#define GFX_TRAP_ACTIVE                (GFX_START_ROCKSMORE +  0 * MORE_PER_LINE +  7)
-#define GFX_BD_WALL            (GFX_START_ROCKSMORE +  1 * MORE_PER_LINE +  4)
-#define GFX_BD_ROCK            (GFX_START_ROCKSMORE +  2 * MORE_PER_LINE +  4)
-#define GFX_DX_SUPABOMB                (GFX_START_ROCKSMORE +  1 * MORE_PER_LINE +  7)
-
-/* graphics from "RocksFont" */
-#define GFX_CHAR_START         (GFX_START_ROCKSFONT)
-#define GFX_CHAR_ASCII0                (GFX_CHAR_START - 32)
-#define GFX_CHAR_AUSRUF                (GFX_CHAR_ASCII0 + 33)
-#define GFX_CHAR_ZOLL          (GFX_CHAR_ASCII0 + 34)
-#define GFX_CHAR_DOLLAR                (GFX_CHAR_ASCII0 + 36)
-#define GFX_CHAR_PROZ          (GFX_CHAR_ASCII0 + 37)
-#define GFX_CHAR_APOSTR                (GFX_CHAR_ASCII0 + 39)
-#define GFX_CHAR_KLAMM1                (GFX_CHAR_ASCII0 + 40)
-#define GFX_CHAR_KLAMM2                (GFX_CHAR_ASCII0 + 41)
-#define GFX_CHAR_PLUS          (GFX_CHAR_ASCII0 + 43)
-#define GFX_CHAR_KOMMA         (GFX_CHAR_ASCII0 + 44)
-#define GFX_CHAR_MINUS         (GFX_CHAR_ASCII0 + 45)
-#define GFX_CHAR_PUNKT         (GFX_CHAR_ASCII0 + 46)
-#define GFX_CHAR_SLASH         (GFX_CHAR_ASCII0 + 47)
-#define GFX_CHAR_0             (GFX_CHAR_ASCII0 + 48)
-#define GFX_CHAR_9             (GFX_CHAR_ASCII0 + 57)
-#define GFX_CHAR_DOPPEL                (GFX_CHAR_ASCII0 + 58)
-#define GFX_CHAR_SEMIKL                (GFX_CHAR_ASCII0 + 59)
-#define GFX_CHAR_LT            (GFX_CHAR_ASCII0 + 60)
-#define GFX_CHAR_GLEICH                (GFX_CHAR_ASCII0 + 61)
-#define GFX_CHAR_GT            (GFX_CHAR_ASCII0 + 62)
-#define GFX_CHAR_FRAGE         (GFX_CHAR_ASCII0 + 63)
-#define GFX_CHAR_AT            (GFX_CHAR_ASCII0 + 64)
-#define GFX_CHAR_A             (GFX_CHAR_ASCII0 + 65)
-#define GFX_CHAR_Z             (GFX_CHAR_ASCII0 + 90)
-#define GFX_CHAR_AE            (GFX_CHAR_ASCII0 + 91)
-#define GFX_CHAR_OE            (GFX_CHAR_ASCII0 + 92)
-#define GFX_CHAR_UE            (GFX_CHAR_ASCII0 + 93)
-#define GFX_CHAR_COPY          (GFX_CHAR_ASCII0 + 94)
-#define GFX_CHAR_END           (GFX_CHAR_START + 79)
-
-/* new elements which still have no graphic */
-#define GFX_DOOR_WHITE         GFX_CHAR_FRAGE
-#define GFX_DOOR_WHITE_GRAY    GFX_CHAR_FRAGE
-#define GFX_KEY_WHITE          GFX_CHAR_FRAGE
-#define GFX_SIGN_RADIOACTIVITY GFX_CHAR_FRAGE
-#define GFX_SIGN_WHEELCHAIR    GFX_CHAR_FRAGE
-#define GFX_SIGN_PARKING       GFX_CHAR_FRAGE
-#define GFX_SIGN_ONEWAY                GFX_CHAR_FRAGE
-#define GFX_SIGN_HEART         GFX_CHAR_FRAGE
-#define GFX_SIGN_TRIANGLE      GFX_CHAR_FRAGE
-#define GFX_SIGN_ROUND         GFX_CHAR_FRAGE
-#define GFX_SIGN_EXIT          GFX_CHAR_FRAGE
-#define GFX_SIGN_YINYANG       GFX_CHAR_FRAGE
-#define GFX_SIGN_OTHER         GFX_CHAR_FRAGE
-#define GFX_DX_UNKNOWN_15      GFX_CHAR_FRAGE
-#define GFX_DX_UNKNOWN_42      GFX_CHAR_FRAGE
-
-
-/* the names of the sounds */
-#define SND_AMOEBE             0
-#define SND_ANTIGRAV           1
-#define SND_AUTSCH             2
-#define SND_BLURB              3
-#define SND_BONG               4
-#define SND_BUING              5
-#define SND_DENG               6
-#define SND_FUEL               7
-#define SND_GONG               8
-#define SND_HALLOFFAME         9
-#define SND_HOLZ               10
-#define SND_HUI                        11
-#define SND_KABUMM             12
-#define SND_KINK               13
-#define SND_KLAPPER            14
-#define SND_KLING              15
-#define SND_KLOPF              16
-#define SND_KLUMPF             17
-#define SND_KNACK              18
-#define SND_KNURK              19
-#define SND_KRACH              20
-#define SND_LACHEN             21
-#define SND_LASER              22
-#define SND_MIEP               23
-#define SND_NJAM               24
-#define SND_OEFFNEN            25
-#define SND_PLING              26
-#define SND_PONG               27
-#define SND_PUSCH              28
-#define SND_QUIEK              29
-#define SND_QUIRK              30
-#define SND_RHYTHMLOOP         31
-#define SND_ROAAAR             32
-#define SND_ROEHR              33
-#define SND_RUMMS              34
-#define SND_SCHLOPP            35
-#define SND_SCHLURF            36
-#define SND_SCHRFF             37
-#define SND_SCHWIRR            38
-#define SND_SIRR               39
-#define SND_SLURP              40
-#define SND_SPROING            41
-#define SND_WARNTON            42
-#define SND_WHOOSH             43
-#define SND_ZISCH              44
-#define SND_SP_BASE            45
-#define SND_SP_INFOTRON                46
-#define SND_SP_ZONKDOWN                47
-#define SND_SP_ZONKPUSH                48
-#define SND_SP_BUG             49
-#define SND_SP_BOOM            50
-#define SND_SP_BOOOM           51
-#define SND_SP_EXIT            52
-#define SND_EMPTY              53
-#define SND_GATE               54
-
-#define NUM_SOUNDS             55
+  int editor_graphic;          /* graphic displayed in level editor */
+  int preview_graphic;         /* graphic displayed in level preview */
 
-/* values for game_status */
-#define EXITGAME               0
-#define MAINMENU               1
-#define PLAYING                        2
-#define LEVELED                        3
-#define HELPSCREEN             4
-#define CHOOSELEVEL            5
-#define TYPENAME               6
-#define HALLOFFAME             7
-#define SETUP                  8
-#define SETUPINPUT             9
-#define CALIBRATION            10
-
-#define PROGRAM_VERSION_MAJOR  2
-#define PROGRAM_VERSION_MINOR  0
-#define PROGRAM_VERSION_PATCH  2
-#define PROGRAM_VERSION_STRING "2.0.2"
+  int sound[NUM_ACTIONS];      /* default sounds for several actions */
+};
 
-#define PROGRAM_TITLE_STRING   "Rocks'n'Diamonds"
-#define PROGRAM_AUTHOR_STRING  "Holger Schemel"
-#define PROGRAM_RIGHTS_STRING  "Copyright ^1995-2002 by"
-#define PROGRAM_DOS_PORT_STRING        "DOS port done by Guido Schulz"
-#define PROGRAM_IDENT_STRING   PROGRAM_VERSION_STRING " " TARGET_STRING
-#define WINDOW_TITLE_STRING    PROGRAM_TITLE_STRING " " PROGRAM_IDENT_STRING
-#define WINDOW_SUBTITLE_STRING PROGRAM_RIGHTS_STRING " " PROGRAM_AUTHOR_STRING
-#define ICON_TITLE_STRING      PROGRAM_TITLE_STRING
-#define UNIX_USERDATA_DIRECTORY        ".rocksndiamonds"
-#define COOKIE_PREFIX          "ROCKSNDIAMONDS"
-#define FILENAME_PREFIX                "Rocks"
+struct GraphicInfo
+{
+  Bitmap *bitmap;
+  int src_x, src_y;            /* start position of animation frames */
+  int width, height;           /* width/height of each animation frame */
+  int offset_x, offset_y;      /* x/y offset to next animation frame */
+  int anim_frames;
+  int anim_start_frame;
+  int anim_delay;              /* important: delay of 1 means "no delay"! */
+  int anim_mode;
+  boolean anim_global_sync;
+  int step_offset;             /* optional step offset of toon animations */
+  int step_delay;              /* optional step delay of toon animations */
+
+#if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
+  Pixmap clip_mask;            /* single-graphic-only clip mask for X11 */
+  GC clip_gc;                  /* single-graphic-only clip gc for X11 */
+#endif
+};
 
-#define X11_ICON_FILENAME      "rocks_icon.xbm"
-#define X11_ICONMASK_FILENAME  "rocks_iconmask.xbm"
-#define MSDOS_POINTER_FILENAME "mouse.pcx"
+struct SoundInfo
+{
+  boolean loop;
+};
 
-/* file version numbers for resource files (levels, tapes, score, setup, etc.)
-** currently supported/known file version numbers:
-**     1.0 (old)
-**     1.2 (still in use)
-**     1.4 (still in use)
-**     2.0 (actual)
-*/
-#define FILE_VERSION_1_0       VERSION_IDENT(1,0,0)
-#define FILE_VERSION_1_2       VERSION_IDENT(1,2,0)
-#define FILE_VERSION_1_4       VERSION_IDENT(1,4,0)
-#define FILE_VERSION_2_0       VERSION_IDENT(2,0,0)
+struct ElementActionInfo
+{
+  char *suffix;
+  int value;
+  boolean is_loop_sound;
+};
 
-/* file version does not change for every program version, but is changed
-   when new features are introduced that are incompatible with older file
-   versions, so that they can be treated accordingly */
-#define FILE_VERSION_ACTUAL    FILE_VERSION_2_0
+struct ElementDirectionInfo
+{
+  char *suffix;
+  int value;
+};
 
-#define GAME_VERSION_1_0       FILE_VERSION_1_0
-#define GAME_VERSION_1_2       FILE_VERSION_1_2
-#define GAME_VERSION_1_4       FILE_VERSION_1_4
-#define GAME_VERSION_2_0       FILE_VERSION_2_0
+struct SpecialSuffixInfo
+{
+  char *suffix;
+  int value;
+};
 
-#define GAME_VERSION_ACTUAL    VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
-                                             PROGRAM_VERSION_MINOR, \
-                                             PROGRAM_VERSION_PATCH)
 
-/* for DrawGraphicAnimation() [tools.c] and AnimateToon() [cartoons.c] */
-#define ANIM_NORMAL            0
-#define ANIM_OSCILLATE         1
-#define ANIM_REVERSE           2
+#if 0
+extern GC                      tile_clip_gc;
+extern Bitmap                 *pix[];
+#endif
+extern Bitmap                 *bitmap_db_field, *bitmap_db_door;
+extern Pixmap                  tile_clipmask[];
+extern DrawBuffer            *fieldbuffer;
+extern DrawBuffer            *drawto_field;
+
+extern int                     game_status;
+extern boolean                 level_editor_test_game;
+extern boolean                 network_playing;
+
+extern int                     key_joystick_mapping;
+
+extern boolean                 redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
+extern int                     redraw_x1, redraw_y1;
+
+extern short                   Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   Ur[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern boolean                 Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   JustStopped[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   AmoebaCnt[MAX_NUM_AMOEBA];
+extern short                   AmoebaCnt2[MAX_NUM_AMOEBA];
+extern short                   ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+
+extern unsigned long           Properties1[MAX_NUM_ELEMENTS];
+extern unsigned long           Properties2[MAX_NUM_ELEMENTS];
+
+extern int                     GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern int                     GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern int                     GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+
+extern int                     lev_fieldx, lev_fieldy;
+extern int                     scroll_x, scroll_y;
+
+extern int                     FX, FY;
+extern int                     ScrollStepSize;
+extern int                     ScreenMovDir, ScreenMovPos, ScreenGfxPos;
+extern int                     BorderElement;
+extern int                     GameFrameDelay;
+extern int                     FfwdFrameDelay;
+extern int                     BX1, BY1;
+extern int                     BX2, BY2;
+extern int                     SBX_Left, SBX_Right;
+extern int                     SBY_Upper, SBY_Lower;
+extern int                     ZX, ZY;
+extern int                     ExitX, ExitY;
+extern int                     AllPlayersGone;
+
+extern int                     TimeFrames, TimePlayed, TimeLeft;
+extern boolean                 SiebAktiv;
+extern int                     SiebCount;
+
+extern boolean                 network_player_action_received;
+
+extern int                     graphics_action_mapping[];
 
-/* values for game_emulation */
-#define EMU_NONE               0
-#define EMU_BOULDERDASH                1
-#define EMU_SOKOBAN            2
-#define EMU_SUPAPLEX           3
+extern struct LevelInfo                level;
+extern struct PlayerInfo       stored_player[], *local_player;
+extern struct HiScore          highscore[];
+extern struct TapeInfo         tape;
+extern struct GameInfo         game;
+extern struct GlobalInfo       global;
+extern struct ElementInfo      element_info[];
+extern struct ElementActionInfo        element_action_info[];
+extern struct ElementDirectionInfo element_direction_info[];
+extern struct SpecialSuffixInfo special_suffix_info[];
+extern struct GraphicInfo      *graphic_info;
+extern struct SoundInfo               *sound_info;
+extern struct ConfigInfo       image_config[], sound_config[];
+extern struct ConfigInfo       image_config_suffix[], sound_config_suffix[];
 
 #endif /* MAIN_H */