rnd-20030208-2-src
[rocksndiamonds.git] / src / main.h
index 8677d23073fce777b085334e2028bd5af1cbea61..12d5ea2398ec471420627234ed5e6f1a1c0f4c1c 100644 (file)
 
 #include "libgame/libgame.h"
 
-#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)
+#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 TAPE_IS_STOPPED(x)     (!(x).recording && !(x).playing)
 
 #define PLAYERINFO(x,y)                (&stored_player[StorePlayer[x][y]-EL_PLAYER1])
-#define SHIELD_ON(p)           ((p)->shield_passive_time_left > 0)
+#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_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_SP                 5
 #define PIX_DC                 6
 #define PIX_MORE               7
-#define        PIX_FONT_BIG            8
+#define PIX_FONT_BIG           8
 #define PIX_FONT_SMALL         9
 #define PIX_FONT_MEDIUM                10
 #define PIX_FONT_EM            11
 #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 VXSIZE                 DXSIZE
 #define VYSIZE                 100
 #define EXSIZE                 DXSIZE
-#define EYSIZE                 (VXSIZE + 44)
+#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_YPOS          (SX + 12 * TILEY - MICRO_TILEY)
 #define MICROLABEL_YPOS                (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
 
-#define MINI_GFX_STARTX                0
-#define MINI_GFX_STARTY                448
-#define MICRO_GFX_STARTX       384
-#define MICRO_GFX_STARTY       448
-#define GFX_PER_LINE           16
-#define MINI_GFX_PER_LINE      16
-#define MICRO_GFX_PER_LINE     16
-
-#define MINI_FONT_STARTX       0
-#define MINI_FONT_STARTY       128
-#define MICRO_FONT_STARTX      408
-#define MICRO_FONT_STARTY      128
-
-#define HEROES_PER_LINE                16
-
-#define MINI_SP_STARTX         0
-#define MINI_SP_STARTY         512
-#define MICRO_SP_STARTX                384
-#define MICRO_SP_STARTY                512
-#define SP_PER_LINE            16
-#define MINI_SP_PER_LINE       16
-#define MICRO_SP_PER_LINE      16
-
-#define MINI_DC_STARTX         0
-#define MINI_DC_STARTY         512
-#define MICRO_DC_STARTX                384
-#define MICRO_DC_STARTY                512
-#define DC_PER_LINE            16
-#define MINI_DC_PER_LINE       16
-#define MICRO_DC_PER_LINE      16
-
-#define MINI_MORE_STARTX       0
-#define MINI_MORE_STARTY       256
-#define MICRO_MORE_STARTX      384
-#define MICRO_MORE_STARTY      256
-#define MORE_PER_LINE          16
-#define MINI_MORE_PER_LINE     16
-#define MICRO_MORE_PER_LINE    16
-
-/* game elements:
-**       0 <= element < xxx: real elements, stored in level file
-**      xxx <= element < yyy: flag elements, only used at runtime
-*/
-/* "real" level elements */
+
+/* "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                          5
-#define        EL_EMERALD                      6
-#define        EL_EXIT_CLOSED                  7
-#define        EL_PLAYER                       8
+#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_WALL_BD_DIAMOND             58
 #define EL_WALL_EMERALD_YELLOW         59
 #define EL_DARK_YAMYAM                 60
-#define EL_MAGIC_WALL_BD_OFF           61
+#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_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_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_MOLE                                110
 #define EL_PENGUIN                     111
 #define EL_SATELLITE                   112
-#define EL_ARROW_LEFT                  113
-#define EL_ARROW_RIGHT                 114
-#define EL_ARROW_UP                    115
-#define EL_ARROW_DOWN                  116
+#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_EXCLAM                 (EL_CHAR_ASCII0+33)
-#define EL_CHAR_QUOTEDBL               (EL_CHAR_ASCII0+34)
-#define EL_CHAR_NUMBERSIGN             (EL_CHAR_ASCII0+35)
-#define EL_CHAR_DOLLAR                 (EL_CHAR_ASCII0+36)
-#define EL_CHAR_PROCENT                        (EL_CHAR_ASCII0+37)
-#define EL_CHAR_AMPERSAND              (EL_CHAR_ASCII0+38)
-#define EL_CHAR_APOSTROPHE             (EL_CHAR_ASCII0+39)
-#define EL_CHAR_PARENLEFT              (EL_CHAR_ASCII0+40)
-#define EL_CHAR_PARENRIGHT             (EL_CHAR_ASCII0+41)
-#define EL_CHAR_ASTERISK               (EL_CHAR_ASCII0+42)
-#define EL_CHAR_PLUS                   (EL_CHAR_ASCII0+43)
-#define EL_CHAR_COMMA                  (EL_CHAR_ASCII0+44)
-#define EL_CHAR_MINUS                  (EL_CHAR_ASCII0+45)
-#define EL_CHAR_PERIOD                 (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_COLON                  (EL_CHAR_ASCII0+58)
-#define EL_CHAR_SEMICOLON              (EL_CHAR_ASCII0+59)
-#define EL_CHAR_LESS                   (EL_CHAR_ASCII0+60)
-#define EL_CHAR_EQUAL                  (EL_CHAR_ASCII0+61)
-#define EL_CHAR_GREATER                        (EL_CHAR_ASCII0+62)
-#define EL_CHAR_QUESTION               (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_COPYRIGHT              (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 : \
+#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_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_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_MOLE_UP                     313
 #define EL_MOLE_DOWN                   314
 #define EL_STEELWALL_SLANTED           315
-#define EL_SAND_INVISIBLE              316
+#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_ACTIVE               321
+#define EL_SHIELD_DEADLY               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_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            331
+#define EL_BALLOON_SEND_ANY_DIRECTION  331
 
 #define EL_EMC_STEELWALL1              332
 #define EL_EMC_STEELWALL2              333
 #define EL_EMC_WALL7                   342
 #define EL_EMC_WALL8                   343
 
-#define EL_TUBE_CROSS                  344
+#define EL_TUBE_ALL                    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_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_INACTIVE               356
+#define EL_TRAP                                356
 #define EL_DX_SUPABOMB                 357
 
-#define NUM_FILE_ELEMENTS              358
+#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               NUM_FILE_ELEMENTS
-
-#define EL_MAGIC_WALL_EMPTY            (EL_FIRST_RUNTIME + 0)
-#define EL_MAGIC_WALL_BD_EMPTY         (EL_FIRST_RUNTIME + 1)
-#define EL_MAGIC_WALL_FULL             (EL_FIRST_RUNTIME + 2)
-#define EL_MAGIC_WALL_BD_FULL          (EL_FIRST_RUNTIME + 3)
-#define EL_MAGIC_WALL_DEAD             (EL_FIRST_RUNTIME + 4)
-#define EL_MAGIC_WALL_BD_DEAD          (EL_FIRST_RUNTIME + 5)
-#define EL_AUSGANG_ACT                 (EL_FIRST_RUNTIME + 6)
-#define EL_SP_TERMINAL_ACTIVE          (EL_FIRST_RUNTIME + 7)
-#define EL_SP_BUG_ACTIVE               (EL_FIRST_RUNTIME + 8)
-#define EL_EM_KEY1                     (EL_FIRST_RUNTIME + 9)
-#define EL_EM_KEY2                     (EL_FIRST_RUNTIME + 10)
-#define EL_EM_KEY3                     (EL_FIRST_RUNTIME + 11)
-#define EL_EM_KEY4                     (EL_FIRST_RUNTIME + 12)
-#define EL_DYNABOMB_ACTIVE_1           (EL_FIRST_RUNTIME + 13)
-#define EL_DYNABOMB_ACTIVE_2           (EL_FIRST_RUNTIME + 14)
-#define EL_DYNABOMB_ACTIVE_3           (EL_FIRST_RUNTIME + 15)
-#define EL_DYNABOMB_ACTIVE_4           (EL_FIRST_RUNTIME + 16)
-#define EL_SWITCHGATE_OPENING          (EL_FIRST_RUNTIME + 17)
-#define EL_SWITCHGATE_CLOSING          (EL_FIRST_RUNTIME + 18)
-#define EL_TIMEGATE_OPENING            (EL_FIRST_RUNTIME + 19)
-#define EL_TIMEGATE_CLOSING            (EL_FIRST_RUNTIME + 20)
-#define EL_PEARL_BREAKING              (EL_FIRST_RUNTIME + 21)
-#define EL_TRAP_ACTIVE                 (EL_FIRST_RUNTIME + 22)
-#define EL_SPRING_MOVING               (EL_FIRST_RUNTIME + 23)
-#define EL_SP_MURPHY_CLONE             (EL_FIRST_RUNTIME + 24)
-#define EL_QUICKSAND_EMPTYING          (EL_FIRST_RUNTIME + 25)
-#define EL_MAGIC_WALL_EMPTYING         (EL_FIRST_RUNTIME + 26)
-#define EL_MAGIC_WALL_BD_EMPTYING      (EL_FIRST_RUNTIME + 27)
-#define EL_AMOEBA_DRIPPING             (EL_FIRST_RUNTIME + 28)
-#define EL_SP_EXIT_OPEN                        (EL_FIRST_RUNTIME + 29)
-
-#define NUM_RUNTIME_ELEMENTS           (EL_FIRST_RUNTIME + 30)
+#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                NUM_RUNTIME_ELEMENTS
+#define EL_FIRST_RUNTIME_UNREAL                (EL_FIRST_RUNTIME_REAL + 45)
 
 #define EL_BLOCKED                     (EL_FIRST_RUNTIME_UNREAL + 0)
-#define EL_EXPLODING                   (EL_FIRST_RUNTIME_UNREAL + 1)
-#define EL_CRACKINGNUT                 (EL_FIRST_RUNTIME_UNREAL + 2)
-#define EL_BLURB_LEFT                  (EL_FIRST_RUNTIME_UNREAL + 3)
-#define EL_BLURB_RIGHT                 (EL_FIRST_RUNTIME_UNREAL + 4)
-#define EL_AMOEBING                    (EL_FIRST_RUNTIME_UNREAL + 5)
-#define EL_DEAMOEBING                  (EL_FIRST_RUNTIME_UNREAL + 6)
-#define EL_MAUERND                     (EL_FIRST_RUNTIME_UNREAL + 7)
-#define EL_BURNING                     (EL_FIRST_RUNTIME_UNREAL + 8)
+#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_MAGIC_WALL_BD_FILLING       (EL_FIRST_RUNTIME_UNREAL + 12)
-
-#define MAX_NUM_ELEMENTS               (EL_FIRST_RUNTIME_UNREAL + 13)
-
-
-/* game graphics:
-**       0 -  255: graphics from "RocksElements"
-**     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"
-*/
-
-#define GFX_START_ROCKSELEMENTS                0
-#define GFX_END_ROCKSELEMENTS          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    /* see above: MAX_GRAPHICS */
-
-/* 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
-*/
-
-#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                 58
-#define GFX_FLIEGER_LEFT               60
-#define GFX_FLIEGER_DOWN               62
-/* Zeile 4 (64) */
-#define GFX_EXPLOSION                  64
-#define GFX_KAEFER                     72
-#define GFX_KAEFER_RIGHT               72
-#define GFX_KAEFER_UP                  74
-#define GFX_KAEFER_LEFT                        76
-#define GFX_KAEFER_DOWN                        78
-/* Zeile 5 (80) */
-#define GFX_MAMPFER                    80
-#define GFX_ROBOT                      84
-#define GFX_PACMAN                     88
-#define GFX_PACMAN_RIGHT               88
-#define GFX_PACMAN_UP                  90
-#define GFX_PACMAN_LEFT                        92
-#define GFX_PACMAN_DOWN                        94
-/* 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
-
-
-/* values for animation action types */
-#define GFX_ACTION_UNKNOWN             0
-#define GFX_ACTION_DEFAULT             1
-#define GFX_ACTION_WAITING             2
-#define GFX_ACTION_FALLING             3
-#define GFX_ACTION_MOVING              4
-#define GFX_ACTION_DIGGING             5
-#define GFX_ACTION_COLLECTING          6
-#define GFX_ACTION_PUSHING             7
-#define GFX_ACTION_PASSING             8
-#define GFX_ACTION_IMPACT              9
-#define GFX_ACTION_CRACKING            10
-#define GFX_ACTION_ACTIVATING          11
-#define GFX_ACTION_ACTIVE              12
-#define GFX_ACTION_OTHER               13
-
-#define NUM_GFX_ACTIONS                        14
-#define NUM_GFX_ACTIONS_MAPPED         7
+#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_XPOS                           0
-#define GFX_ARG_YPOS                           1
-#define GFX_ARG_FRAMES                         2
-#define GFX_ARG_DELAY                          3
-#define GFX_ARG_PINGPONG                       4
-#define GFX_ARG_PINGPONG2                      5
-#define GFX_ARG_REVERSE                                6
-#define GFX_ARG_GLOBAL_SYNC                    7
-#define GFX_ARG_VERTICAL                       8
-
-/* values for image configuration */
-#define IMG_EMPTY_SPACE                                0
-#define IMG_SAND                               1
-#define IMG_SAND_CRUMBLED                      2
-#define IMG_QUICKSAND_EMPTY                    3
-#define IMG_QUICKSAND_FULL                     4
-#define IMG_QUICKSAND_SLIPPING                 5
-#define IMG_STEELWALL                          6
-#define IMG_WALL                               7
-#define IMG_WALL_CRUMBLED                      8
-#define IMG_EMERALD                            9
-#define IMG_EMERALD_FALLING                    10
-#define IMG_DIAMOND                            11
-#define IMG_DIAMOND_FALLING                    12
-#define IMG_ROCK                               13
-#define IMG_ROCK_FALLING                       14
-#define IMG_ROCK_PUSHING                       15
-#define IMG_ACIDPOOL_TOPLEFT                   16
-#define IMG_ACIDPOOL_TOPRIGHT                  17
-#define IMG_ACIDPOOL_BOTTOMLEFT                        18
-#define IMG_ACIDPOOL_BOTTOM                    19
-#define IMG_ACIDPOOL_BOTTOMRIGHT               20
-#define IMG_ACID                               21
-#define IMG_KEY1                               22
-#define IMG_KEY2                               23
-#define IMG_KEY3                               24
-#define IMG_KEY4                               25
-#define IMG_GAMEOFLIFE                         26
-#define IMG_BIOMAZE                            27
-#define IMG_BOMB                               28
-#define IMG_NUT                                        29
-#define IMG_NUT_CRACKING                       30
-#define IMG_GATE1                              31
-#define IMG_GATE2                              32
-#define IMG_GATE3                              33
-#define IMG_GATE4                              34
-#define IMG_GATE1_GRAY                         35
-#define IMG_GATE2_GRAY                         36
-#define IMG_GATE3_GRAY                         37
-#define IMG_GATE4_GRAY                         38
-#define IMG_DYNAMITE                           39
-#define IMG_DYNAMITE_ACTICE                    40
-#define IMG_SPACESHIP_RIGHT                    41
-#define IMG_SPACESHIP_UP                       42
-#define IMG_SPACESHIP_LEFT                     43
-#define IMG_SPACESHIP_DOWN                     44
-#define IMG_BUG_RIGHT                          45
-#define IMG_BUG_UP                             46
-#define IMG_BUG_LEFT                           47
-#define IMG_BUG_DOWN                           48
-#define IMG_PACMAN_RIGHT                       49
-#define IMG_PACMAN_UP                          50
-#define IMG_PACMAN_LEFT                                51
-#define IMG_PACMAN_DOWN                                52
-#define IMG_EXPLOSION                          53
-#define IMG_YAMYAM                             54
-#define IMG_YAMYAM_MOVING                      55
-#define IMG_ROBOT                              56
-#define IMG_ROBOT_WHEEL                                57
-#define IMG_ROBOT_WHEEL_ACTIVE                 58
-#define IMG_AMOEBA_DROP                                59
-#define IMG_AMOEBA_CREATING                    60
-#define IMG_AMOEBA1                            61
-#define IMG_AMOEBA2                            62
-#define IMG_AMOEBA3                            63
-#define IMG_AMOEBA4                            64
-#define IMG_AMOEBA_DEAD1                       65
-#define IMG_AMOEBA_DEAD2                       66
-#define IMG_AMOEBA_DEAD3                       67
-#define IMG_AMOEBA_DEAD4                       68
-#define IMG_LAMP                               69
-#define IMG_LAMP_ACTIVE                                70
-#define IMG_TIME_ORB_FULL                      71
-#define IMG_TIME_ORB_EMPTY                     72
-#define IMG_BD_AMOEBA                          73
-#define IMG_SOKOBAN_OBJECT                     74
-#define IMG_SOKOBAN_FIELD_EMPTY                        75
-#define IMG_SOKOBAN_FIELD_FULL                 76
-#define IMG_MAGIC_WALL                         77
-#define IMG_MAGIC_WALL_ACTIVE                  78
-#define IMG_BD_MAGIC_WALL                      79
-#define IMG_BD_MAGIC_WALL_ACTIVE               80
-#define IMG_WALL_EMERALD                       81
-#define IMG_WALL_DIAMOND                       82
-#define IMG_WALL_EMERALD_RED                   83
-#define IMG_WALL_EMERALD_PURPLE                        84
-#define IMG_WALL_EMERALD_YELLOW                        85
-#define IMG_WALL_BD_DIAMOND                    86
-#define IMG_EMERALD_RED                                87
-#define IMG_EMERALD_RED_FALLING                        88
-#define IMG_EMERALD_PURPLE                     89
-#define IMG_EMERALD_PURPLE_FALLING             90
-#define IMG_EMERALD_YELLOW                     91
-#define IMG_EMERALD_YELLOW_FALLING             92
-#define IMG_WALL_GROWING_XY                    93
-#define IMG_WALL_GROWING_X                     94
-#define IMG_WALL_GROWING_Y                     95
-#define IMG_DYNABOMB_XL                                96
-#define IMG_BLACK_ORB                          97
-#define IMG_SPEED_PILL                         98
-#define IMG_BD_DIAMOND                         99
-#define IMG_BD_DIAMOND_FALLING                 100
-#define IMG_WALL_GROWING_RIGHT                 101
-#define IMG_WALL_GROWING_LEFT                  102
-#define IMG_EXIT_CLOSED                                103
-#define IMG_EXIT_OPENING                       104
-#define IMG_EXIT_OPEN                          105
-#define IMG_DARK_YAMYAM                                106
-#define IMG_DYNABOMB_ACTICE                    107
-#define IMG_DYNABOMB_NR                                108
-#define IMG_DYNABOMB_SZ                                109
-#define IMG_ARROW_LEFT                         110
-#define IMG_ARROW_RIGHT                                111
-#define IMG_ARROW_UP                           112
-#define IMG_ARROW_DOWN                         113
-#define IMG_BD_BUTTERFLY                       114
-#define IMG_BD_BUTTERFLY_MOVING                        115
-#define IMG_BD_BUTTERFLY_RIGHT                 116
-#define IMG_BD_BUTTERFLY_UP                    117
-#define IMG_BD_BUTTERFLY_LEFT                  118
-#define IMG_BD_BUTTERFLY_DOWN                  119
-#define IMG_BD_FIREFLY                         120
-#define IMG_BD_FIREFLY_MOVING                  121
-#define IMG_BD_FIREFLY_RIGHT                   122
-#define IMG_BD_FIREFLY_UP                      123
-#define IMG_BD_FIREFLY_LEFT                    124
-#define IMG_BD_FIREFLY_DOWN                    125
-#define IMG_STEELWALL_TOPLEFT                  126
-#define IMG_STEELWALL_TOPRIGHT                 127
-#define IMG_STEELWALL_BOTTOMLEFT               128
-#define IMG_STEELWALL_BOTTOMRIGHT              129
-#define IMG_STEELWALL_HORIZONTAL               130
-#define IMG_INVISIBLE_STEELWALL_TOPLEFT                131
-#define IMG_INVISIBLE_STEELWALL_TOPRIGHT       132
-#define IMG_INVISIBLE_STEELWALL_BOTTOMLEFT     133
-#define IMG_INVISIBLE_STEELWALL_BOTTOMRIGHT    134
-#define IMG_INVISIBLE_STEELWALL_HORIZONTAL     135
-#define IMG_PLAYER1_DOWN                       136
-#define IMG_PLAYER1_DOWN_MOVING                        137
-#define IMG_PLAYER1_DOWN_DIGGING               138
-#define IMG_PLAYER1_UP                         139
-#define IMG_PLAYER1_UP_MOVING                  140
-#define IMG_PLAYER1_UP_DIGGING                 141
-#define IMG_PLAYER1_LEFT                       142
-#define IMG_PLAYER1_LEFT_MOVING                        143
-#define IMG_PLAYER1_LEFT_DIGGING               144
-#define IMG_PLAYER1_LEFT_PUSHING               145
-#define IMG_PLAYER1_RIGHT                      146
-#define IMG_PLAYER1_RIGHT_MOVING               147
-#define IMG_PLAYER1_RIGHT_DIGGING              148
-#define IMG_PLAYER1_RIGHT_PUSHING              149
-#define IMG_PLAYER2_DOWN                       150
-#define IMG_PLAYER2_DOWN_MOVING                        151
-#define IMG_PLAYER2_DOWN_DIGGING               152
-#define IMG_PLAYER2_UP                         153
-#define IMG_PLAYER2_UP_MOVING                  154
-#define IMG_PLAYER2_UP_DIGGING                 155
-#define IMG_PLAYER2_LEFT                       156
-#define IMG_PLAYER2_LEFT_MOVING                        157
-#define IMG_PLAYER2_LEFT_DIGGING               158
-#define IMG_PLAYER2_LEFT_PUSHING               159
-#define IMG_PLAYER2_RIGHT                      160
-#define IMG_PLAYER2_RIGHT_MOVING               161
-#define IMG_PLAYER2_RIGHT_DIGGING              162
-#define IMG_PLAYER2_RIGHT_PUSHING              163
-#define IMG_PLAYER3_DOWN                       164
-#define IMG_PLAYER3_DOWN_MOVING                        165
-#define IMG_PLAYER3_DOWN_DIGGING               166
-#define IMG_PLAYER3_UP                         167
-#define IMG_PLAYER3_UP_MOVING                  168
-#define IMG_PLAYER3_UP_DIGGING                 169
-#define IMG_PLAYER3_LEFT                       170
-#define IMG_PLAYER3_LEFT_MOVING                        171
-#define IMG_PLAYER3_LEFT_DIGGING               172
-#define IMG_PLAYER3_LEFT_PUSHING               173
-#define IMG_PLAYER3_RIGHT                      174
-#define IMG_PLAYER3_RIGHT_MOVING               175
-#define IMG_PLAYER3_RIGHT_DIGGING              176
-#define IMG_PLAYER3_RIGHT_PUSHING              177
-#define IMG_PLAYER4_DOWN                       178
-#define IMG_PLAYER4_DOWN_MOVING                        179
-#define IMG_PLAYER4_DOWN_DIGGING               180
-#define IMG_PLAYER4_UP                         181
-#define IMG_PLAYER4_UP_MOVING                  182
-#define IMG_PLAYER4_UP_DIGGING                 183
-#define IMG_PLAYER4_LEFT                       184
-#define IMG_PLAYER4_LEFT_MOVING                        185
-#define IMG_PLAYER4_LEFT_DIGGING               186
-#define IMG_PLAYER4_LEFT_PUSHING               187
-#define IMG_PLAYER4_RIGHT                      188
-#define IMG_PLAYER4_RIGHT_MOVING               189
-#define IMG_PLAYER4_RIGHT_DIGGING              190
-#define IMG_PLAYER4_RIGHT_PUSHING              191
-#define IMG_WALL_GROWING_DOWN                  192
-#define IMG_WALL_GROWING_UP                    193
-#define IMG_SHIELD_NORMAL_ACTIVE               194
-#define IMG_SHIELD_DEADLY_ACTIVE               195
-#define IMG_PIG_DOWN                           196
-#define IMG_PIG_DOWN_MOVING                    197
-#define IMG_PIG_DOWN_EATING                    198
-#define IMG_PIG_UP                             199
-#define IMG_PIG_UP_MOVING                      200
-#define IMG_PIG_UP_EATING                      201
-#define IMG_PIG_LEFT                           202
-#define IMG_PIG_LEFT_MOVING                    203
-#define IMG_PIG_LEFT_EATING                    204
-#define IMG_PIG_RIGHT                          205
-#define IMG_PIG_RIGHT_MOVING                   206
-#define IMG_PIG_RIGHT_EATING                   207
-#define IMG_DRAGON_DOWN                                208
-#define IMG_DRAGON_DOWN_MOVING                 209
-#define IMG_DRAGON_DOWN_ATTACKING              210
-#define IMG_DRAGON_UP                          211
-#define IMG_DRAGON_UP_MOVING                   212
-#define IMG_DRAGON_UP_ATTACKING                        213
-#define IMG_DRAGON_LEFT                                214
-#define IMG_DRAGON_LEFT_MOVING                 215
-#define IMG_DRAGON_LEFT_ATTACKING              216
-#define IMG_DRAGON_RIGHT                       217
-#define IMG_DRAGON_RIGHT_MOVING                        218
-#define IMG_DRAGON_RIGHT_ATTACKING             219
-#define IMG_MOLE_DOWN                          220
-#define IMG_MOLE_DOWN_MOVING                   221
-#define IMG_MOLE_DOWN_DIGGING                  222
-#define IMG_MOLE_UP                            223
-#define IMG_MOLE_UP_MOVING                     224
-#define IMG_MOLE_UP_DIGGING                    225
-#define IMG_MOLE_LEFT                          226
-#define IMG_MOLE_LEFT_MOVING                   227
-#define IMG_MOLE_LEFT_DIGGING                  228
-#define IMG_MOLE_RIGHT                         229
-#define IMG_MOLE_RIGHT_MOVING                  230
-#define IMG_MOLE_RIGHT_DIGGING                 231
-#define IMG_PENGUIN_DOWN                       232
-#define IMG_PENGUIN_DOWN_MOVING                        233
-#define IMG_PENGUIN_UP                         234
-#define IMG_PENGUIN_UP_MOVING                  235
-#define IMG_PENGUIN_LEFT                       236
-#define IMG_PENGUIN_LEFT_MOVING                        237
-#define IMG_PENGUIN_RIGHT                      238
-#define IMG_PENGUIN_RIGHT_MOVING               239
-#define IMG_SATELLITE                          240
-#define IMG_SATELLITE_MOVING                   241
-#define IMG_ACID_SPLASHING_LEFT                        242
-#define IMG_ACID_SPLASHING_RIGHT               243
-#define IMG_SPARK_BLUE                         244
-#define IMG_SPARK_WHITE                                245
-#define IMG_FLAMES_LEFT1                       246
-#define IMG_FLAMES_LEFT2                       247
-#define IMG_FLAMES_LEFT3                       248
-#define IMG_FLAMES_RIGHT1                      249
-#define IMG_FLAMES_RIGHT2                      250
-#define IMG_FLAMES_RIGHT3                      251
-#define IMG_FLAMES_UP1                         252
-#define IMG_FLAMES_UP2                         253
-#define IMG_FLAMES_UP3                         254
-#define IMG_FLAMES_DOWN1                       255
-#define IMG_FLAMES_DOWN2                       256
-#define IMG_FLAMES_DOWN3                       257
-#define IMG_SP_EMPTY_SPACE                     258
-#define IMG_SP_ZONK                            259
-#define IMG_SP_ZONK_FALLING                    260
-#define IMG_SP_ZONK_PUSHING                    261
-#define IMG_SP_BASE                            262
-#define IMG_SP_MURPHY                          263
-#define IMG_SP_MURPHY_LEFT                     264
-#define IMG_SP_MURPHY_LEFT_MOVING              265
-#define IMG_SP_MURPHY_LEFT_DIGGING             266
-#define IMG_SP_MURPHY_LEFT_PUSHING             267
-#define IMG_SP_MURPHY_LEFT_SNAPPING            268
-#define IMG_SP_MURPHY_RIGHT                    269
-#define IMG_SP_MURPHY_RIGHT_MOVING             270
-#define IMG_SP_MURPHY_RIGHT_DIGGING            271
-#define IMG_SP_MURPHY_RIGHT_PUSHING            272
-#define IMG_SP_MURPHY_RIGHT_SNAPPING           273
-#define IMG_SP_MURPHY_UP                       274
-#define IMG_SP_MURPHY_UP_SNAPPING              275
-#define IMG_SP_MURPHY_DOWN                     276
-#define IMG_SP_MURPHY_DOWN_SNAPPING            277
-#define IMG_SP_MURPHY_CLONE                    278
-#define IMG_SP_INFOTRON                                279
-#define IMG_SP_INFOTRON_FALLING                        280
-#define IMG_SP_CHIP_SINGLE                     281
-#define IMG_SP_CHIP_LEFT                       282
-#define IMG_SP_CHIP_RIGHT                      283
-#define IMG_SP_CHIP_UPPER                      284
-#define IMG_SP_CHIP_LOWER                      285
-#define IMG_SP_HARD_GRAY                       286
-#define IMG_SP_HARD_GREEN                      287
-#define IMG_SP_HARD_BLUE                       288
-#define IMG_SP_HARD_RED                                289
-#define IMG_SP_HARD_YELLOW                     290
-#define IMG_SP_EXIT_CLOSED                     291
-#define IMG_SP_EXIT_OPEN                       292
-#define IMG_SP_DISK_ORANGE                     293
-#define IMG_SP_DISK_ORANGE_FALLING             294
-#define IMG_SP_DISK_ORANGE_PUSHING             295
-#define IMG_SP_DISK_YELLOW                     296
-#define IMG_SP_DISK_YELLOW_PUSHING             297
-#define IMG_SP_DISK_RED                                298
-#define IMG_SP_DISK_RED_COLLECTING             299
-#define IMG_SP_PORT1_RIGHT                     300
-#define IMG_SP_PORT1_DOWN                      301
-#define IMG_SP_PORT1_LEFT                      302
-#define IMG_SP_PORT1_UP                                303
-#define IMG_SP_PORT2_RIGHT                     304
-#define IMG_SP_PORT2_DOWN                      305
-#define IMG_SP_PORT2_LEFT                      306
-#define IMG_SP_PORT2_UP                                307
-#define IMG_SP_PORT_X                          308
-#define IMG_SP_PORT_Y                          309
-#define IMG_SP_PORT_XY                         310
-#define IMG_SP_SNIKSNAK                                311
-#define IMG_SP_SNIKSNAK_LEFT                   312
-#define IMG_SP_SNIKSNAK_RIGHT                  313
-#define IMG_SP_SNIKSNAK_UP                     314
-#define IMG_SP_SNIKSNAK_DOWN                   315
-#define IMG_SP_ELECTRON                                316
-#define IMG_SP_TERMINAL                                317
-#define IMG_SP_TERMINAL_ACTIVE                 318
-#define IMG_SP_BUGGY_BASE                      319
-#define IMG_SP_BUGGY_BASE_ACTIVATING           320
-#define IMG_SP_HARD_BASE1                      321
-#define IMG_SP_HARD_BASE2                      322
-#define IMG_SP_HARD_BASE3                      323
-#define IMG_SP_HARD_BASE4                      324
-#define IMG_SP_HARD_BASE5                      325
-#define IMG_SP_HARD_BASE6                      326
-#define IMG_INVISIBLE_STEELWALL                        327
-#define IMG_INVISIBLE_STEELWALL_ACTIVE         328
-#define IMG_INVISIBLE_SAND                     329
-#define IMG_INVISIBLE_SAND_ACTIVE              330
-#define IMG_INVISIBLE_WALL                     331
-#define IMG_INVISIBLE_WALL_ACTIVE              332
-#define IMG_EM_KEY1                            333
-#define IMG_EM_KEY2                            334
-#define IMG_EM_KEY3                            335
-#define IMG_EM_KEY4                            336
-#define IMG_EM_GATE1                           337
-#define IMG_EM_GATE2                           338
-#define IMG_EM_GATE3                           339
-#define IMG_EM_GATE4                           340
-#define IMG_EM_GATE1_GRAY                      341
-#define IMG_EM_GATE2_GRAY                      342
-#define IMG_EM_GATE3_GRAY                      343
-#define IMG_EM_GATE4_GRAY                      344
-#define IMG_SP_EXPLOSION                       345
-#define IMG_SP_EXPLOSION_INFOTRON              346
-#define IMG_CONVEYOR_BELT1_MIDDLE              347
-#define IMG_CONVEYOR_BELT1_MIDDLE_ACTIVE       348
-#define IMG_CONVEYOR_BELT1_LEFT                        349
-#define IMG_CONVEYOR_BELT1_LEFT_ACTIVE         350
-#define IMG_CONVEYOR_BELT1_RIGHT               351
-#define IMG_CONVEYOR_BELT1_RIGHT_ACTIVE                352
-#define IMG_CONVEYOR_BELT1_SWITCH_LEFT         353
-#define IMG_CONVEYOR_BELT1_SWITCH_MIDDLE       354
-#define IMG_CONVEYOR_BELT1_SWITCH_RIGHT                355
-#define IMG_CONVEYOR_BELT2_MIDDLE              356
-#define IMG_CONVEYOR_BELT2_MIDDLE_ACTIVE       357
-#define IMG_CONVEYOR_BELT2_LEFT                        358
-#define IMG_CONVEYOR_BELT2_LEFT_ACTIVE         359
-#define IMG_CONVEYOR_BELT2_RIGHT               360
-#define IMG_CONVEYOR_BELT2_RIGHT_ACTIVE                361
-#define IMG_CONVEYOR_BELT2_SWITCH_LEFT         362
-#define IMG_CONVEYOR_BELT2_SWITCH_MIDDLE       363
-#define IMG_CONVEYOR_BELT2_SWITCH_RIGHT                364
-#define IMG_CONVEYOR_BELT3_MIDDLE              365
-#define IMG_CONVEYOR_BELT3_MIDDLE_ACTIVE       366
-#define IMG_CONVEYOR_BELT3_LEFT                        367
-#define IMG_CONVEYOR_BELT3_LEFT_ACTIVE         368
-#define IMG_CONVEYOR_BELT3_RIGHT               369
-#define IMG_CONVEYOR_BELT3_RIGHT_ACTIVE                370
-#define IMG_CONVEYOR_BELT3_SWITCH_LEFT         371
-#define IMG_CONVEYOR_BELT3_SWITCH_MIDDLE       372
-#define IMG_CONVEYOR_BELT3_SWITCH_RIGHT                373
-#define IMG_CONVEYOR_BELT4_MIDDLE              374
-#define IMG_CONVEYOR_BELT4_MIDDLE_ACTIVE       375
-#define IMG_CONVEYOR_BELT4_LEFT                        376
-#define IMG_CONVEYOR_BELT4_LEFT_ACTIVE         377
-#define IMG_CONVEYOR_BELT4_RIGHT               378
-#define IMG_CONVEYOR_BELT4_RIGHT_ACTIVE                379
-#define IMG_CONVEYOR_BELT4_SWITCH_LEFT         380
-#define IMG_CONVEYOR_BELT4_SWITCH_MIDDLE       381
-#define IMG_CONVEYOR_BELT4_SWITCH_RIGHT                382
-#define IMG_SWITCHGATE_SWITCH_UP               383
-#define IMG_SWITCHGATE_SWITCH_DOWN             384
-#define IMG_LIGHT_SWITCH                       385
-#define IMG_LIGHT_SWITCH_ACTIVE                        386
-#define IMG_TIMEGATE_WHEEL                     387
-#define IMG_TIMEGATE_WHEEL_ACTIVE              388
-#define IMG_ENVELOPE                           389
-#define IMG_SIGN_EXCLAMATION                   390
-#define IMG_SIGN_STOP                          391
-#define IMG_LANDMINE                           392
-#define IMG_STEELWALL_SLANTED                  393
-#define IMG_EXTRA_TIME                         394
-#define IMG_SHIELD_DEADLY                      395
-#define IMG_SHIELD_NORMAL                      396
-#define IMG_SWITCHGATE_CLOSED                  397
-#define IMG_SWITCHGATE_OPENING                 398
-#define IMG_SWITCHGATE_OPEN                    399
-#define IMG_SWITCHGATE_CLOSING                 400
-#define IMG_TIMEGATE_CLOSED                    401
-#define IMG_TIMEGATE_OPENING                   402
-#define IMG_TIMEGATE_OPEN                      403
-#define IMG_TIMEGATE_CLOSING                   404
-#define IMG_BALLOON                            405
-#define IMG_BALLOON_MOVING                     406
-#define IMG_BALLOON_WINDROSE_LEFT              407
-#define IMG_BALLOON_WINDROSE_RIGHT             408
-#define IMG_BALLOON_WINDROSE_UP                        409
-#define IMG_BALLOON_WINDROSE_DOWN              410
-#define IMG_BALLOON_WINDROSE_ALL               411
-#define IMG_EMC_STEELWALL1                     412
-#define IMG_EMC_STEELWALL2                     413
-#define IMG_EMC_STEELWALL3                     414
-#define IMG_EMC_STEELWALL4                     415
-#define IMG_EMC_WALL_PILLAR_UPPER              416
-#define IMG_EMC_WALL_PILLAR_MIDDLE             417
-#define IMG_EMC_WALL_PILLAR_LOWER              418
-#define IMG_EMC_WALL4                          419
-#define IMG_EMC_WALL5                          420
-#define IMG_EMC_WALL6                          421
-#define IMG_EMC_WALL7                          422
-#define IMG_EMC_WALL8                          423
-#define IMG_ARROW_BLUE_LEFT                    424
-#define IMG_ARROW_BLUE_RIGHT                   425
-#define IMG_ARROW_BLUE_UP                      426
-#define IMG_ARROW_BLUE_DOWN                    427
-#define IMG_ARROW_RED_LEFT                     428
-#define IMG_ARROW_RED_RIGHT                    429
-#define IMG_ARROW_RED_UP                       430
-#define IMG_ARROW_RED_DOWN                     431
-#define IMG_SCROLLBAR_BLUE                     432
-#define IMG_SCROLLBAR_RED                      433
-#define IMG_SCROLLBAR_GREEN                    434
-#define IMG_SCROLLBAR_YELLOW                   435
-#define IMG_PEARL                              436
-#define IMG_PEARL_BREAKING                     437
-#define IMG_CRYSTAL                            438
-#define IMG_WALL_PEARL                         439
-#define IMG_WALL_CRYSTAL                       440
-#define IMG_SPRING                             441
-#define IMG_TUBE_RIGHT_DOWN                    442
-#define IMG_TUBE_HORIZONTAL_DOWN               443
-#define IMG_TUBE_LEFT_DOWN                     444
-#define IMG_TUBE_HORIZONTAL                    445
-#define IMG_TUBE_VERTICAL_RIGHT                        446
-#define IMG_TUBE_ALL                           447
-#define IMG_TUBE_VERTICAL_LEFT                 448
-#define IMG_TUBE_VERTICAL                      449
-#define IMG_TUBE_RIGHT_UP                      450
-#define IMG_TUBE_HORIZONTAL_UP                 451
-#define IMG_TUBE_LEFT_UP                       452
-#define IMG_TRAP_INACTIVE                      453
-#define IMG_TRAP_ACTIVE                                454
-#define IMG_TRAP_ACTIVATING                    455
-#define IMG_BD_WALL                            456
-#define IMG_BD_ROCK                            457
-#define IMG_BD_ROCK_FALLING                    458
-#define IMG_BD_ROCK_PUSHING                    459
-#define IMG_DX_BOMB                            460
-
-#define NUM_IMAGE_FILES                                461
+#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 */
-/* (currently none) */
-
-/* values for sound configuration */
-#define SND_BD_EMPTY_SPACE_DIGGING             0
-#define SND_BD_SAND_DIGGING                    1
-#define SND_BD_DIAMOND_COLLECTING              2
-#define SND_BD_DIAMOND_IMPACT                  3
-#define SND_BD_ROCK_PUSHING                    4
-#define SND_BD_ROCK_IMPACT                     5
-#define SND_BD_MAGIC_WALL_ACTIVATING           6
-#define SND_BD_MAGIC_WALL_ACTIVE               7
-#define SND_BD_MAGIC_WALL_CHANGING             8
-#define SND_BD_AMOEBA_WAITING                  9
-#define SND_BD_AMOEBA_CREATING                 10
-#define SND_BD_AMOEBA_TURNING_TO_GEM           11
-#define SND_BD_AMOEBA_TURNING_TO_ROCK          12
-#define SND_BD_BUTTERFLY_MOVING                        13
-#define SND_BD_BUTTERFLY_WAITING               14
-#define SND_BD_FIREFLY_MOVING                  15
-#define SND_BD_FIREFLY_WAITING                 16
-#define SND_BD_EXIT_PASSING                    17
-#define SND_SP_EMPTY_SPACE_DIGGING             18
-#define SND_SP_BASE_DIGGING                    19
-#define SND_SP_BUGGY_BASE_DIGGING              20
-#define SND_SP_BUGGY_BASE_ACTIVATING           21
-#define SND_SP_INFOTRON_COLLECTING             22
-#define SND_SP_INFOTRON_IMPACT                 23
-#define SND_SP_ZONK_PUSHING                    24
-#define SND_SP_ZONK_IMPACT                     25
-#define SND_SP_DISK_RED_COLLECTING             26
-#define SND_SP_DISK_ORANGE_PUSHING             27
-#define SND_SP_DISK_YELLOW_PUSHING             28
-#define SND_SP_PORT_PASSING                    29
-#define SND_SP_EXIT_PASSING                    30
-#define SND_SP_EXIT_OPENING                    31
-#define SND_SP_ELEMENT_EXPLODING               32
-#define SND_SP_SNIKSNAK_MOVING                 33
-#define SND_SP_SNIKSNAK_WAITING                        34
-#define SND_SP_ELECTRON_MOVING                 35
-#define SND_SP_ELECTRON_WAITING                        36
-#define SND_SP_TERMINAL_ACTIVATING             37
-#define SND_SP_TERMINAL_ACTIVE                 38
-#define SND_SOKOBAN_OBJECT_PUSHING             39
-#define SND_SOKOBAN_FIELD_FILLING              40
-#define SND_SOKOBAN_FIELD_EMPTYING             41
-#define SND_SOKOBAN_GAME_SOLVING               42
-#define SND_EMPTY_SPACE_DIGGING                        43
-#define SND_SAND_DIGGING                       44
-#define SND_EMERALD_COLLECTING                 45
-#define SND_EMERALD_IMPACT                     46
-#define SND_DIAMOND_COLLECTING                 47
-#define SND_DIAMOND_IMPACT                     48
-#define SND_DIAMOND_BREAKING                   49
-#define SND_ROCK_PUSHING                       50
-#define SND_ROCK_IMPACT                                51
-#define SND_BOMB_PUSHING                       52
-#define SND_NUT_PUSHING                                53
-#define SND_NUT_CRACKING                       54
-#define SND_NUT_IMPACT                         55
-#define SND_DYNAMITE_COLLECTING                        56
-#define SND_DYNAMITE_DROPPING                  57
-#define SND_DYNAMITE_ACTIVE                    58
-#define SND_KEY_COLLECTING                     59
-#define SND_GATE_PASSING                       60
-#define SND_BUG_MOVING                         61
-#define SND_BUG_WAITING                                62
-#define SND_SPACESHIP_MOVING                   63
-#define SND_SPACESHIP_WAITING                  64
-#define SND_YAMYAM_MOVING                      65
-#define SND_YAMYAM_WAITING                     66
-#define SND_YAMYAM_EATING                      67
-#define SND_ROBOT_STEPPING                     68
-#define SND_ROBOT_WAITING                      69
-#define SND_ROBOT_WHEEL_ACTIVATING             70
-#define SND_ROBOT_WHEEL_ACTIVE                 71
-#define SND_MAGIC_WALL_ACTIVATING              72
-#define SND_MAGIC_WALL_ACTIVE                  73
-#define SND_MAGIC_WALL_CHANGING                        74
-#define SND_AMOEBA_WAITING                     75
-#define SND_AMOEBA_CREATING                    76
-#define SND_AMOEBA_DROP_CREATING               77
-#define SND_ACID_SPLASHING                     78
-#define SND_QUICKSAND_FILLING                  79
-#define SND_QUICKSAND_SLIPPING                 80
-#define SND_QUICKSAND_EMPTYING                 81
-#define SND_EXIT_OPENING                       82
-#define SND_EXIT_PASSING                       83
-#define SND_BALLOON_MOVING                     84
-#define SND_BALLOON_WAITING                    85
-#define SND_BALLOON_PUSHING                    86
-#define SND_BALLOON_SWITCH_ACTIVATING          87
-#define SND_SPRING_MOVING                      88
-#define SND_SPRING_PUSHING                     89
-#define SND_SPRING_IMPACT                      90
-#define SND_WALL_GROWING                       91
-#define SND_PEARL_COLLECTING                   92
-#define SND_PEARL_BREAKING                     93
-#define SND_PEARL_IMPACT                       94
-#define SND_CRYSTAL_COLLECTING                 95
-#define SND_CRYSTAL_IMPACT                     96
-#define SND_ENVELOPE_COLLECTING                        97
-#define SND_SAND_INVISIBLE_DIGGING             98
-#define SND_SHIELD_NORMAL_COLLECTING           99
-#define SND_SHIELD_NORMAL_ACTIVE               100
-#define SND_SHIELD_DEADLY_COLLECTING           101
-#define SND_SHIELD_DEADLY_ACTIVE               102
-#define SND_EXTRA_TIME_COLLECTING              103
-#define SND_MOLE_MOVING                                104
-#define SND_MOLE_WAITING                       105
-#define SND_MOLE_EATING                                106
-#define SND_SWITCHGATE_SWITCH_ACTIVATING       107
-#define SND_SWITCHGATE_OPENING                 108
-#define SND_SWITCHGATE_CLOSING                 109
-#define SND_SWITCHGATE_PASSING                 110
-#define SND_TIMEGATE_WHEEL_ACTIVATING          111
-#define SND_TIMEGATE_WHEEL_ACTIVE              112
-#define SND_TIMEGATE_OPENING                   113
-#define SND_TIMEGATE_CLOSING                   114
-#define SND_TIMEGATE_PASSING                   115
-#define SND_CONVEYOR_BELT_SWITCH_ACTIVATING    116
-#define SND_CONVEYOR_BELT_SWITCH_DEACTIVATING  117
-#define SND_CONVEYOR_BELT_ACTIVE               118
-#define SND_LIGHT_SWITCH_ACTIVATING            119
-#define SND_LIGHT_SWITCH_DEACTIVATING          120
-#define SND_DX_BOMB_PUSHING                    121
-#define SND_TRAP_INACTIVE_DIGGING              122
-#define SND_TRAP_ACTIVATING                    123
-#define SND_TUBE_PASSING                       124
-#define SND_AMOEBA_TURNING_TO_GEM              125
-#define SND_AMOEBA_TURNING_TO_ROCK             126
-#define SND_SPEED_PILL_COLLECTING              127
-#define SND_DYNABOMB_NR_COLLECTING             128
-#define SND_DYNABOMB_SZ_COLLECTING             129
-#define SND_DYNABOMB_XL_COLLECTING             130
-#define SND_DYNABOMB_DROPPING                  131
-#define SND_DYNABOMB_ACTIVE                    132
-#define SND_SATELLITE_MOVING                   133
-#define SND_SATELLITE_WAITING                  134
-#define SND_SATELLITE_PUSHING                  135
-#define SND_LAMP_ACTIVATING                    136
-#define SND_LAMP_DEACTIVATING                  137
-#define SND_TIME_ORB_FULL_COLLECTING           138
-#define SND_TIME_ORB_FULL_IMPACT               139
-#define SND_TIME_ORB_EMPTY_PUSHING             140
-#define SND_TIME_ORB_EMPTY_IMPACT              141
-#define SND_GAMEOFLIFE_WAITING                 142
-#define SND_GAMEOFLIFE_CREATING                        143
-#define SND_BIOMAZE_WAITING                    144
-#define SND_BIOMAZE_CREATING                   145
-#define SND_PACMAN_MOVING                      146
-#define SND_PACMAN_WAITING                     147
-#define SND_PACMAN_EATING                      148
-#define SND_DARK_YAMYAM_MOVING                 149
-#define SND_DARK_YAMYAM_WAITING                        150
-#define SND_DARK_YAMYAM_EATING                 151
-#define SND_PENGUIN_MOVING                     152
-#define SND_PENGUIN_WAITING                    153
-#define SND_PENGUIN_PASSING_EXIT               154
-#define SND_PIG_MOVING                         155
-#define SND_PIG_WAITING                                156
-#define SND_PIG_EATING                         157
-#define SND_DRAGON_MOVING                      158
-#define SND_DRAGON_WAITING                     159
-#define SND_DRAGON_ATTACKING                   160
-#define SND_PLAYER_DYING                       161
-#define SND_ELEMENT_EXPLODING                  162
-#define SND_GAME_STARTING                      163
-#define SND_GAME_RUNNING_OUT_OF_TIME           164
-#define SND_GAME_LEVELTIME_BONUS               165
-#define SND_GAME_LOSING                                166
-#define SND_GAME_WINNING                       167
-#define SND_MENU_DOOR_OPENING                  168
-#define SND_MENU_DOOR_CLOSING                  169
-#define SND_MENU_HALL_OF_FAME                  170
-#define SND_MENU_INFO_SCREEN                   171
-
-#define NUM_SOUND_FILES                                172
+#define SND_ARG_MODE_LOOP                      0
+
+#define NUM_SND_ARGS                           1
 
 
 /* values for game_status */
 #define SETUP                  8
 
 #define PROGRAM_VERSION_MAJOR  2
-#define PROGRAM_VERSION_MINOR  1
-#define PROGRAM_VERSION_PATCH  2
-#define PROGRAM_VERSION_STRING "2.1.2"
+#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 ^1995-2002 by"
+#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
                                              PROGRAM_VERSION_MINOR, \
                                              PROGRAM_VERSION_PATCH)
 
-/* for DrawGraphicAnimation() [tools.c] and AnimateToon() [cartoons.c] */
-#define ANIM_NORMAL            0
-#define ANIM_REVERSE           (1 << 0)
-#define ANIM_PINGPONG          (1 << 1)
-#define ANIM_PINGPONG2         (1 << 2)
-
 /* values for game_emulation */
 #define EMU_NONE               0
 #define EMU_BOULDERDASH                1
@@ -2051,8 +909,8 @@ 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
@@ -2082,6 +940,8 @@ struct LevelInfo
   boolean double_speed;
   boolean gravity;
   boolean em_slippery_gems;    /* EM style "gems slip from wall" behaviour */
+
+  boolean no_level_file;
 };
 
 struct TapeInfo
@@ -2101,6 +961,8 @@ struct TapeInfo
   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;
@@ -2137,6 +999,9 @@ struct GameInfo
 
 struct GlobalInfo
 {
+  char *autoplay_leveldir;
+  int autoplay_level_nr;
+
   float frames_per_second;
   boolean fps_slowdown;
   int fps_slowdown_factor;
@@ -2144,83 +1009,131 @@ struct GlobalInfo
 
 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 */
 
-  int graphic[NUM_GFX_ACTIONS_MAPPED];
-
+  int graphic[NUM_ACTIONS];    /* default graphics for several actions */
                                /* special graphics for left/right/up/down */
-  int direction_graphic[NUM_GFX_ACTIONS_MAPPED][4];
-  boolean has_direction_graphic[NUM_GFX_ACTIONS_MAPPED];
-};
+  int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
 
-struct GraphicInfo
-{
-  Bitmap *bitmap;
-  int src_x, src_y;
+  int editor_graphic;          /* graphic displayed in level editor */
+  int preview_graphic;         /* graphic displayed in level preview */
+
+  int sound[NUM_ACTIONS];      /* default sounds for several actions */
 };
 
-struct NewGraphicInfo
+struct GraphicInfo
 {
   Bitmap *bitmap;
-  int src_x, src_y;
+  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_delay;
+  int anim_start_frame;
+  int anim_delay;              /* important: delay of 1 means "no delay"! */
   int anim_mode;
   boolean anim_global_sync;
-  boolean anim_vertical;
+  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
 };
 
-extern GC              tile_clip_gc;
-extern Bitmap         *pix[];
-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;
+struct SoundInfo
+{
+  boolean loop;
+};
+
+struct ElementActionInfo
+{
+  char *suffix;
+  int value;
+  boolean is_loop_sound;
+};
+
+struct ElementDirectionInfo
+{
+  char *suffix;
+  int value;
+};
+
+struct SpecialSuffixInfo
+{
+  char *suffix;
+  int value;
+};
+
+
+#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[];
 
 extern struct LevelInfo                level;
 extern struct PlayerInfo       stored_player[], *local_player;
@@ -2229,10 +1142,12 @@ extern struct TapeInfo          tape;
 extern struct GameInfo         game;
 extern struct GlobalInfo       global;
 extern struct ElementInfo      element_info[];
-extern struct GraphicInfo      graphic_info[];
-extern struct NewGraphicInfo   new_graphic_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[];
-extern struct FileInfo        *image_files, *sound_files;
 
 #endif /* MAIN_H */