fixed comment
[rocksndiamonds.git] / src / main.h
index ea915a9ac73cef17e7aabe42a1fff9ee245d2373..4d5709842623d27b31c902971fbaf9cc48b2c57e 100644 (file)
 
 #define NUM_GROUP_ELEMENTS             32
 #define EL_GROUP_END                   655
-// ---------- end of custom elements section ----------------------------------
+// ---------- end of group elements section -----------------------------------
 
 #define EL_UNKNOWN                     656
 #define EL_TRIGGER_ELEMENT             657
 #define EL_SPRING_LEFT                 1215
 #define EL_SPRING_RIGHT                        1216
 
-#define NUM_FILE_ELEMENTS              1217
+// ---------- begin of empty space elements section ---------------------------
+#define EL_EMPTY_SPACE_START           1217
+
+#include "conf_emp.h"  // include auto-generated data structure definitions
+
+#define NUM_EMPTY_SPACE_ELEMENTS       16
+#define EL_EMPTY_SPACE_END             1232
+// ---------- end of empty space elements section -----------------------------
+
+#define NUM_FILE_ELEMENTS              1233
 
 
 // "real" (and therefore drawable) runtime elements
 #define EL_INTERNAL_CASCADE_CE_ACTIVE          (EL_FIRST_INTERNAL + 29)
 #define EL_INTERNAL_CASCADE_GE                 (EL_FIRST_INTERNAL + 30)
 #define EL_INTERNAL_CASCADE_GE_ACTIVE          (EL_FIRST_INTERNAL + 31)
-#define EL_INTERNAL_CASCADE_REF                        (EL_FIRST_INTERNAL + 32)
-#define EL_INTERNAL_CASCADE_REF_ACTIVE         (EL_FIRST_INTERNAL + 33)
-#define EL_INTERNAL_CASCADE_USER               (EL_FIRST_INTERNAL + 34)
-#define EL_INTERNAL_CASCADE_USER_ACTIVE                (EL_FIRST_INTERNAL + 35)
-#define EL_INTERNAL_CASCADE_DYNAMIC            (EL_FIRST_INTERNAL + 36)
-#define EL_INTERNAL_CASCADE_DYNAMIC_ACTIVE     (EL_FIRST_INTERNAL + 37)
+#define EL_INTERNAL_CASCADE_ES                 (EL_FIRST_INTERNAL + 32)
+#define EL_INTERNAL_CASCADE_ES_ACTIVE          (EL_FIRST_INTERNAL + 33)
+#define EL_INTERNAL_CASCADE_REF                        (EL_FIRST_INTERNAL + 34)
+#define EL_INTERNAL_CASCADE_REF_ACTIVE         (EL_FIRST_INTERNAL + 35)
+#define EL_INTERNAL_CASCADE_USER               (EL_FIRST_INTERNAL + 36)
+#define EL_INTERNAL_CASCADE_USER_ACTIVE                (EL_FIRST_INTERNAL + 37)
+#define EL_INTERNAL_CASCADE_DYNAMIC            (EL_FIRST_INTERNAL + 38)
+#define EL_INTERNAL_CASCADE_DYNAMIC_ACTIVE     (EL_FIRST_INTERNAL + 39)
 
 #define EL_INTERNAL_CLIPBOARD_START    (EL_FIRST_INTERNAL + 0)
 #define EL_INTERNAL_CLIPBOARD_END      (EL_FIRST_INTERNAL + 2)
 #define EL_INTERNAL_START              (EL_FIRST_INTERNAL + 0)
-#define EL_INTERNAL_END                        (EL_FIRST_INTERNAL + 37)
+#define EL_INTERNAL_END                        (EL_FIRST_INTERNAL + 39)
 
-#define MAX_NUM_ELEMENTS               (EL_FIRST_INTERNAL + 38)
+#define MAX_NUM_ELEMENTS               (EL_FIRST_INTERNAL + 40)
 
 
 // values for graphics/sounds action types
@@ -3738,6 +3749,7 @@ extern int                        PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 
 extern int                     GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern int                     GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern int                     GfxRandomStatic[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern int                     GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern int                     GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern int                     GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];