rnd-20030416-1-src
[rocksndiamonds.git] / src / main.h
index 7e55e9921b796200fda03d72de52e28c2f4dfe1e..6e46f348e52bb8a531acd74c74bd45484554a0c4 100644 (file)
 
 #include "libgame/libgame.h"
 
-#include "conf_gfx.h"
-#include "conf_snd.h"
+#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_0
-
-#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 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' */
-#define EP_BIT_AMOEBALIVE      (1 << 0)
-#define EP_BIT_AMOEBOID                (1 << 1)
-#define EP_BIT_SCHLUESSEL      (1 << 2)
-#define EP_BIT_PFORTE          (1 << 3)
-#define EP_BIT_SOLID           (1 << 4)
-#define EP_BIT_MASSIVE         (1 << 5)
-#define EP_BIT_SLIPPERY                (1 << 6)
-#define EP_BIT_ENEMY           (1 << 7)
-#define EP_BIT_MAUER           (1 << 8)
-#define EP_BIT_CAN_FALL                (1 << 9)
-#define EP_BIT_CAN_SMASH       (1 << 10)
-#define EP_BIT_CAN_CHANGE      (1 << 11)
-#define EP_BIT_CAN_MOVE                (1 << 12)
-#define EP_BIT_COULD_MOVE      (1 << 13)
-#define EP_BIT_DONT_TOUCH      (1 << 14)
-#define EP_BIT_DONT_GO_TO      (1 << 15)
-#define EP_BIT_MAMPF2          (1 << 16)
-#define EP_BIT_CHAR            (1 << 17)
-#define EP_BIT_BD_ELEMENT      (1 << 18)
-#define EP_BIT_SB_ELEMENT      (1 << 19)
-#define EP_BIT_GEM             (1 << 20)
-#define EP_BIT_INACTIVE                (1 << 21)
-#define EP_BIT_EXPLOSIVE       (1 << 22)
-#define EP_BIT_MAMPF3          (1 << 23)
-#define EP_BIT_PUSHABLE                (1 << 24)
-#define EP_BIT_PLAYER          (1 << 25)
-#define EP_BIT_HAS_CONTENT     (1 << 26)
-#define EP_BIT_EATABLE         (1 << 27)
-#define EP_BIT_SP_ELEMENT      (1 << 28)
-#define EP_BIT_QUICK_GATE      (1 << 29)
-#define EP_BIT_OVER_PLAYER     (1 << 30)
-#define EP_BIT_ACTIVE_BOMB     (1 << 31)
-
-/* values for 'Elementeigenschaften2' */
-#define EP_BIT_BELT            (1 << 0)
-#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 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_ACTIVE(e)      (Elementeigenschaften2[e] & EP_BIT_BELT_ACTIVE)
-#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)
+/* property values */
+#define EP_AMOEBALIVE          0
+#define EP_AMOEBOID            1
+#define EP_CAN_BE_CRUMBLED     2
+#define EP_PFORTE              3
+#define EP_SOLID               4
+#define EP_INDESTRUCTIBLE      5
+#define EP_SLIPPERY            6
+#define EP_ENEMY               7
+#define EP_MAUER               8
+#define EP_CAN_FALL            9
+#define EP_CAN_SMASH           10
+#define EP_CAN_CHANGE          11
+#define EP_CAN_MOVE            12
+#define EP_COULD_MOVE          13
+#define EP_DONT_TOUCH          14
+#define EP_DONT_GO_TO          15
+#define EP_FOOD_DARK_YAMYAM    16
+#define EP_EM_SLIPPERY_WALL    17
+#define EP_BD_ELEMENT          18
+#define EP_SB_ELEMENT          19
+#define EP_GEM                 20
+#define EP_INACTIVE            21
+#define EP_EXPLOSIVE           22
+#define EP_FOOD_PENGUIN                23
+#define EP_PUSHABLE            24
+#define EP_PLAYER              25
+#define EP_WALKABLE_OVER       26
+#define EP_DIGGABLE            27
+#define EP_COLLECTIBLE         28
+#define EP_WALKABLE_THROUGH    29
+#define EP_OVER_PLAYER         30
+#define EP_ACTIVE_BOMB         31
+
+#define EP_BELT                        32
+#define EP_BELT_ACTIVE         33
+#define EP_BELT_SWITCH         34
+#define EP_WALKABLE_UNDER      35
+#define EP_SP_ELEMENT          36
+#define EP_HAS_CONTENT         37
+#define EP_SOLID_NEW           38
+
+#define NUM_ELEMENT_PROPERTIES 39
+
+#define NUM_EP_BITFIELDS       ((NUM_ELEMENT_PROPERTIES + 31) / 32)
+#define EP_BITFIELD_BASE       0
+
+#define PROPERTY_BIT(p)                (1 << ((p) % 32))
+#define PROPERTY_VAR(e, p)     (Properties[e][(p) / 32])
+#define HAS_PROPERTY(e, p)     ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
+#define SET_PROPERTY(e, p, v)  ((v) ?                                     \
+                                (PROPERTY_VAR(e,p) |=  PROPERTY_BIT(p)) : \
+                                (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
+
+/* property bit masks */
+#define EP_BIT_AMOEBALIVE      PROPERTY_BIT(EP_AMOEBALIVE)
+#define EP_BIT_AMOEBOID                PROPERTY_BIT(EP_AMOEBOID)
+#define EP_BIT_CAN_BE_CRUMBLED PROPERTY_BIT(EP_CAN_BE_CRUMBLED)
+#define EP_BIT_PFORTE          PROPERTY_BIT(EP_PFORTE)
+#define EP_BIT_SOLID           PROPERTY_BIT(EP_SOLID)
+#define EP_BIT_INDESTRUCTIBLE  PROPERTY_BIT(EP_INDESTRUCTIBLE)
+#define EP_BIT_SLIPPERY                PROPERTY_BIT(EP_SLIPPERY)
+#define EP_BIT_ENEMY           PROPERTY_BIT(EP_ENEMY)
+#define EP_BIT_MAUER           PROPERTY_BIT(EP_MAUER)
+#define EP_BIT_CAN_FALL                PROPERTY_BIT(EP_CAN_FALL)
+#define EP_BIT_CAN_SMASH       PROPERTY_BIT(EP_CAN_SMASH)
+#define EP_BIT_CAN_CHANGE      PROPERTY_BIT(EP_CAN_CHANGE)
+#define EP_BIT_CAN_MOVE                PROPERTY_BIT(EP_CAN_MOVE)
+#define EP_BIT_COULD_MOVE      PROPERTY_BIT(EP_COULD_MOVE)
+#define EP_BIT_DONT_TOUCH      PROPERTY_BIT(EP_DONT_TOUCH)
+#define EP_BIT_DONT_GO_TO      PROPERTY_BIT(EP_DONT_GO_TO)
+#define EP_BIT_FOOD_DARK_YAMYAM        PROPERTY_BIT(EP_FOOD_DARK_YAMYAM)
+#define EP_BIT_EM_SLIPPERY_WALL        PROPERTY_BIT(EP_EM_SLIPPERY_WALL)
+#define EP_BIT_BD_ELEMENT      PROPERTY_BIT(EP_BD_ELEMENT)
+#define EP_BIT_SB_ELEMENT      PROPERTY_BIT(EP_SB_ELEMENT)
+#define EP_BIT_GEM             PROPERTY_BIT(EP_GEM)
+#define EP_BIT_INACTIVE                PROPERTY_BIT(EP_INACTIVE)
+#define EP_BIT_EXPLOSIVE       PROPERTY_BIT(EP_EXPLOSIVE)
+#define EP_BIT_FOOD_PENGUIN    PROPERTY_BIT(EP_FOOD_PENGUIN)
+#define EP_BIT_PUSHABLE                PROPERTY_BIT(EP_PUSHABLE)
+#define EP_BIT_PLAYER          PROPERTY_BIT(EP_PLAYER)
+#define EP_BIT_WALKABLE_OVER   PROPERTY_BIT(EP_WALKABLE_OVER)
+#define EP_BIT_DIGGABLE                PROPERTY_BIT(EP_DIGGABLE)
+#define EP_BIT_COLLECTIBLE     PROPERTY_BIT(EP_COLLECTIBLE)
+#define EP_BIT_WALKABLE_THROUGH PROPERTY_BIT(EP_WALKABLE_THROUGH)
+#define EP_BIT_OVER_PLAYER     PROPERTY_BIT(EP_OVER_PLAYER)
+#define EP_BIT_ACTIVE_BOMB     PROPERTY_BIT(EP_ACTIVE_BOMB)
+
+#define EP_BIT_BELT            PROPERTY_BIT(EP_BELT)
+#define EP_BIT_BELT_ACTIVE     PROPERTY_BIT(EP_BELT_ACTIVE)
+#define EP_BIT_BELT_SWITCH     PROPERTY_BIT(EP_BELT_SWITCH)
+#define EP_BIT_WALKABLE_UNDER  PROPERTY_BIT(EP_WALKABLE_UNDER)
+#define EP_BIT_SP_ELEMENT      PROPERTY_BIT(EP_SP_ELEMENT)
+#define EP_BIT_HAS_CONTENT     PROPERTY_BIT(EP_HAS_CONTENT)
+#define EP_BIT_SOLID_NEW       PROPERTY_BIT(EP_SOLID_NEW)
+
+
+#define EP_BITMASK_DEFAULT     0
+
+/* property macros */
+#define IS_AMOEBALIVE(e)       HAS_PROPERTY(e, EP_AMOEBALIVE)
+#define IS_AMOEBOID(e)         HAS_PROPERTY(e, EP_AMOEBOID)
+#define CAN_BE_CRUMBLED(e)     HAS_PROPERTY(e, EP_CAN_BE_CRUMBLED)
+#define IS_PFORTE(e)           HAS_PROPERTY(e, EP_PFORTE)
+#define IS_SOLID(e)            HAS_PROPERTY(e, EP_SOLID)
+#define IS_INDESTRUCTIBLE(e)   HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
+#define IS_SLIPPERY(e)         HAS_PROPERTY(e, EP_SLIPPERY)
+#define IS_ENEMY(e)            HAS_PROPERTY(e, EP_ENEMY)
+#define IS_MAUER(e)            HAS_PROPERTY(e, EP_MAUER)
+#define CAN_FALL(e)            HAS_PROPERTY(e, EP_CAN_FALL)
+#define CAN_SMASH(e)           HAS_PROPERTY(e, EP_CAN_SMASH)
+#define CAN_CHANGE(e)          HAS_PROPERTY(e, EP_CAN_CHANGE)
+#define CAN_MOVE(e)            HAS_PROPERTY(e, EP_CAN_MOVE)
+#define COULD_MOVE(e)          HAS_PROPERTY(e, EP_COULD_MOVE)
+#define DONT_TOUCH(e)          HAS_PROPERTY(e, EP_DONT_TOUCH)
+#define DONT_GO_TO(e)          HAS_PROPERTY(e, EP_DONT_GO_TO)
+#define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
+#define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
+#define IS_BD_ELEMENT(e)       HAS_PROPERTY(e, EP_BD_ELEMENT)
+#define IS_SB_ELEMENT(e)       HAS_PROPERTY(e, EP_SB_ELEMENT)
+#define IS_GEM(e)              HAS_PROPERTY(e, EP_GEM)
+#define IS_INACTIVE(e)         HAS_PROPERTY(e, EP_INACTIVE)
+#define IS_EXPLOSIVE(e)                HAS_PROPERTY(e, EP_EXPLOSIVE)
+#define IS_FOOD_PENGUIN(e)     HAS_PROPERTY(e, EP_FOOD_PENGUIN)
+#define IS_PUSHABLE(e)         HAS_PROPERTY(e, EP_PUSHABLE)
+#define ELEM_IS_PLAYER(e)      HAS_PROPERTY(e, EP_PLAYER)
+#define IS_WALKABLE_OVER(e)    HAS_PROPERTY(e, EP_WALKABLE_OVER)
+#define IS_DIGGABLE(e)         HAS_PROPERTY(e, EP_DIGGABLE)
+#define IS_COLLECTIBLE(e)      HAS_PROPERTY(e, EP_COLLECTIBLE)
+#define IS_WALKABLE_THROUGH(e) HAS_PROPERTY(e, EP_WALKABLE_THROUGH)
+#define IS_OVER_PLAYER(e)      HAS_PROPERTY(e, EP_OVER_PLAYER)
+#define IS_ACTIVE_BOMB(e)      HAS_PROPERTY(e, EP_ACTIVE_BOMB)
+
+#define IS_BELT(e)             HAS_PROPERTY(e, EP_BELT)
+#define IS_BELT_ACTIVE(e)      HAS_PROPERTY(e, EP_BELT_ACTIVE)
+#define IS_BELT_SWITCH(e)      HAS_PROPERTY(e, EP_BELT_SWITCH)
+#define IS_WALKABLE_UNDER(e)   HAS_PROPERTY(e, EP_WALKABLE_UNDER)
+#define IS_SP_ELEMENT(e)       HAS_PROPERTY(e, EP_SP_ELEMENT)
+#define HAS_CONTENT(e)         HAS_PROPERTY(e, EP_HAS_CONTENT)
+#define IS_SOLID_NEW(e)                HAS_PROPERTY(e, EP_SOLID_NEW)
+
+#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_EMPTY(x)       ((x).length == 0)
 #define TAPE_IS_STOPPED(x)     (!(x).recording && !(x).playing)
 
-#define PLAYERINFO(x,y)                (&stored_player[StorePlayer[x][y]-EL_PLAYER1])
+#define PLAYERINFO(x,y)                (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
 #define SHIELD_ON(p)           ((p)->shield_normal_time_left > 0)
-#define PROTECTED_FIELD(x,y)   (IS_TUBE(Feld[x][y]))
+#define PROTECTED_FIELD(x,y)   (IS_WALKABLE_UNDER(Feld[x][y]) &&       \
+                                IS_INDESTRUCTIBLE(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 PLAYER_NR_GFX(g,i)     ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
+
+#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
 #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 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       160
-#define MICRO_FONT_STARTX      384
-#define MICRO_FONT_STARTY      160
-
-#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_OBSOLETE                        5  /* obsolete; mapped to EL_KEY1 */
+#define EL_KEY_OBSOLETE                        5 /* obsolete; mapped to EL_KEY_1 */
 #define EL_EMERALD                     6
 #define EL_EXIT_CLOSED                 7
-#define EL_PLAYER_OBSOLETE             8  /* obsolete; mapped to EL_PLAYER1 */
+#define EL_PLAYER_OBSOLETE             8 /* obsolete; mapped to EL_PLAYER_1 */
 #define EL_BUG                         9
 #define EL_SPACESHIP                   10
 #define EL_YAMYAM                      11
 #define EL_AMOEBA_WET                  23
 #define EL_AMOEBA_DRY                  24
 #define EL_NUT                         25
-#define EL_GAMEOFLIFE                  26
+#define EL_GAME_OF_LIFE                        26
 #define EL_BIOMAZE                     27
 #define EL_DYNAMITE_ACTIVE             28
 #define EL_STONEBLOCK                  29
 #define EL_ROBOT_WHEEL                 30
 #define EL_ROBOT_WHEEL_ACTIVE          31
-#define EL_KEY1                                32
-#define EL_KEY2                                33
-#define EL_KEY3                                34
-#define EL_KEY4                                35
-#define EL_GATE                      36
-#define EL_GATE                      37
-#define EL_GATE                      38
-#define EL_GATE                      39
-#define EL_GATE1_GRAY                  40
-#define EL_GATE2_GRAY                  41
-#define EL_GATE3_GRAY                  42
-#define EL_GATE4_GRAY                  43
+#define EL_KEY_1                       32
+#define EL_KEY_2                       33
+#define EL_KEY_3                       34
+#define EL_KEY_4                       35
+#define EL_GATE_1                      36
+#define EL_GATE_2                      37
+#define EL_GATE_3                      38
+#define EL_GATE_4                      39
+#define EL_GATE_1_GRAY                 40
+#define EL_GATE_2_GRAY                 41
+#define EL_GATE_3_GRAY                 42
+#define EL_GATE_4_GRAY                 43
 #define EL_DYNAMITE                    44
 #define EL_PACMAN                      45
 #define EL_INVISIBLE_WALL              46
 #define EL_BD_AMOEBA                   52
 #define EL_TIME_ORB_FULL               53
 #define EL_TIME_ORB_EMPTY              54
-#define EL_WALL_GROWING                        55
+#define EL_EXPANDABLE_WALL             55
 #define EL_BD_DIAMOND                  56
 #define EL_EMERALD_YELLOW              57
 #define EL_WALL_BD_DIAMOND             58
 
 #define EL_UNUSED_63                   63
 
-#define EL_DYNABOMB_NR                 64
-#define EL_DYNABOMB_SZ                 65
-#define EL_DYNABOMB_XL                 66
+#define EL_DYNABOMB_INCREASE_NUMBER    64
+#define EL_DYNABOMB_INCREASE_SIZE      65
+#define EL_DYNABOMB_INCREASE_POWER     66
 #define EL_SOKOBAN_OBJECT              67
 #define EL_SOKOBAN_FIELD_EMPTY         68
 #define EL_SOKOBAN_FIELD_FULL          69
 #define EL_BD_FIREFLY_4                        EL_BD_FIREFLY_UP
 #define EL_BD_BUTTERFLY                        78
 #define EL_BD_FIREFLY                  79
-#define EL_PLAYER                    80
-#define EL_PLAYER                    81
-#define EL_PLAYER                    82
-#define EL_PLAYER                    83
+#define EL_PLAYER_1                    80
+#define EL_PLAYER_2                    81
+#define EL_PLAYER_3                    82
+#define EL_PLAYER_4                    83
 #define EL_BUG_RIGHT                   84
 #define EL_BUG_UP                      85
 #define EL_BUG_LEFT                    86
 #define EL_EMERALD_PURPLE              97
 #define EL_WALL_EMERALD_RED            98
 #define EL_WALL_EMERALD_PURPLE         99
-#define EL_ACIDPOOL_TOPLEFT            100
-#define EL_ACIDPOOL_TOPRIGHT           101
-#define EL_ACIDPOOL_BOTTOMLEFT         102
-#define EL_ACIDPOOL_BOTTOM             103
-#define EL_ACIDPOOL_BOTTOMRIGHT                104
+#define EL_ACID_POOL_TOPLEFT           100
+#define EL_ACID_POOL_TOPRIGHT          101
+#define EL_ACID_POOL_BOTTOMLEFT                102
+#define EL_ACID_POOL_BOTTOM            103
+#define EL_ACID_POOL_BOTTOMRIGHT       104
 #define EL_BD_WALL                     105
 #define EL_BD_ROCK                     106
 #define EL_EXIT_OPEN                   107
 #define EL_MOLE                                110
 #define EL_PENGUIN                     111
 #define EL_SATELLITE                   112
-#define EL_ARROW_BLUE_LEFT             113
-#define EL_ARROW_BLUE_RIGHT            114
-#define EL_ARROW_BLUE_UP               115
-#define EL_ARROW_BLUE_DOWN             116
+#define EL_ARROW_LEFT                  113
+#define EL_ARROW_RIGHT                 114
+#define EL_ARROW_UP                    115
+#define EL_ARROW_DOWN                  116
 #define EL_PIG                         117
 #define EL_DRAGON                      118
 
-#define EL_EM_KEY1_FILE                        119
+#define EL_EM_KEY_1_FILE               119
 
 #define EL_CHAR_START                  120
 #define EL_CHAR_ASCII0                 (EL_CHAR_START  - 32)
 #define EL_CHAR_ASCII0_START           (EL_CHAR_ASCII0 + 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_UNDERSCORE             (EL_CHAR_ASCII0 + 95)
-#define EL_CHAR_EMPTY                  (EL_CHAR_ASCII0 + 96)
-#define EL_CHAR_DEGREE                 (EL_CHAR_ASCII0 + 97)
-#define EL_CHAR_TM                     (EL_CHAR_ASCII0 + 98)
-#define EL_CHAR_CURSOR                 (EL_CHAR_ASCII0 + 99)
+
+#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) == 'Ü' ? EL_CHAR_UE         : \
-                                        (x) == '^' ? EL_CHAR_COPYRIGHT  : \
-                                        (x) == '_' ? EL_CHAR_UNDERSCORE : \
-                                        (x) == '°' ? EL_CHAR_DEGREE     : \
-                                        (x) == '´' ? EL_CHAR_TM         : \
-                                        (x) == '|' ? EL_CHAR_CURSOR     : \
-                                        EL_CHAR_A + (x) - 'A')
-
-#define EL_WALL_GROWING_X              200
-#define EL_WALL_GROWING_Y              201
-#define EL_WALL_GROWING_XY             202
-
-#define EL_EM_GATE1                    203
-#define EL_EM_GATE2                    204
-#define EL_EM_GATE3                    205
-#define EL_EM_GATE4                    206
-
-#define EL_EM_KEY2_FILE                        207
-#define EL_EM_KEY3_FILE                        208
-#define EL_EM_KEY4_FILE                        209
+#define EL_CHAR(c)                     (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
+
+#define EL_EXPANDABLE_WALL_HORIZONTAL  200
+#define EL_EXPANDABLE_WALL_VERTICAL    201
+#define EL_EXPANDABLE_WALL_ANY         202
+
+#define EL_EM_GATE_1                   203
+#define EL_EM_GATE_2                   204
+#define EL_EM_GATE_3                   205
+#define EL_EM_GATE_4                   206
+
+#define EL_EM_KEY_2_FILE                       207
+#define EL_EM_KEY_3_FILE                       208
+#define EL_EM_KEY_4_FILE                       209
 
 #define EL_SP_START                    210
 #define EL_SP_EMPTY_SPACE              (EL_SP_START + 0)
 #define EL_SP_MURPHY                   (EL_SP_START + 3)
 #define EL_SP_INFOTRON                 (EL_SP_START + 4)
 #define EL_SP_CHIP_SINGLE              (EL_SP_START + 5)
-#define EL_SP_HARD_GRAY                        (EL_SP_START + 6)
+#define EL_SP_HARDWARE_GRAY            (EL_SP_START + 6)
 #define EL_SP_EXIT_CLOSED              (EL_SP_START + 7)
 #define EL_SP_DISK_ORANGE              (EL_SP_START + 8)
-#define EL_SP_PORT1_RIGHT              (EL_SP_START + 9)
-#define EL_SP_PORT1_DOWN               (EL_SP_START + 10)
-#define EL_SP_PORT1_LEFT               (EL_SP_START + 11)
-#define EL_SP_PORT1_UP                 (EL_SP_START + 12)
-#define EL_SP_PORT2_RIGHT              (EL_SP_START + 13)
-#define EL_SP_PORT2_DOWN               (EL_SP_START + 14)
-#define EL_SP_PORT2_LEFT               (EL_SP_START + 15)
-#define EL_SP_PORT2_UP                 (EL_SP_START + 16)
+#define EL_SP_PORT_RIGHT               (EL_SP_START + 9)
+#define EL_SP_PORT_DOWN                        (EL_SP_START + 10)
+#define EL_SP_PORT_LEFT                        (EL_SP_START + 11)
+#define EL_SP_PORT_UP                  (EL_SP_START + 12)
+#define EL_SP_GRAVITY_PORT_RIGHT       (EL_SP_START + 13)
+#define EL_SP_GRAVITY_PORT_DOWN                (EL_SP_START + 14)
+#define EL_SP_GRAVITY_PORT_LEFT                (EL_SP_START + 15)
+#define EL_SP_GRAVITY_PORT_UP          (EL_SP_START + 16)
 #define EL_SP_SNIKSNAK                 (EL_SP_START + 17)
 #define EL_SP_DISK_YELLOW              (EL_SP_START + 18)
 #define EL_SP_TERMINAL                 (EL_SP_START + 19)
 #define EL_SP_DISK_RED                 (EL_SP_START + 20)
-#define EL_SP_PORT_Y                   (EL_SP_START + 21)
-#define EL_SP_PORT_X                   (EL_SP_START + 22)
-#define EL_SP_PORT_XY                  (EL_SP_START + 23)
+#define EL_SP_PORT_VERTICAL            (EL_SP_START + 21)
+#define EL_SP_PORT_HORIZONTAL          (EL_SP_START + 22)
+#define EL_SP_PORT_ANY                 (EL_SP_START + 23)
 #define EL_SP_ELECTRON                 (EL_SP_START + 24)
 #define EL_SP_BUGGY_BASE               (EL_SP_START + 25)
 #define EL_SP_CHIP_LEFT                        (EL_SP_START + 26)
 #define EL_SP_CHIP_RIGHT               (EL_SP_START + 27)
-#define EL_SP_HARD_BASE1               (EL_SP_START + 28)
-#define EL_SP_HARD_GREEN               (EL_SP_START + 29)
-#define EL_SP_HARD_BLUE                        (EL_SP_START + 30)
-#define EL_SP_HARD_RED                 (EL_SP_START + 31)
-#define EL_SP_HARD_YELLOW              (EL_SP_START + 32)
-#define EL_SP_HARD_BASE2               (EL_SP_START + 33)
-#define EL_SP_HARD_BASE3               (EL_SP_START + 34)
-#define EL_SP_HARD_BASE4               (EL_SP_START + 35)
-#define EL_SP_HARD_BASE5               (EL_SP_START + 36)
-#define EL_SP_HARD_BASE6               (EL_SP_START + 37)
-#define EL_SP_CHIP_UPPER               (EL_SP_START + 38)
-#define EL_SP_CHIP_LOWER               (EL_SP_START + 39)
+#define EL_SP_HARDWARE_BASE_1          (EL_SP_START + 28)
+#define EL_SP_HARDWARE_GREEN           (EL_SP_START + 29)
+#define EL_SP_HARDWARE_BLUE            (EL_SP_START + 30)
+#define EL_SP_HARDWARE_RED             (EL_SP_START + 31)
+#define EL_SP_HARDWARE_YELLOW          (EL_SP_START + 32)
+#define EL_SP_HARDWARE_BASE_2          (EL_SP_START + 33)
+#define EL_SP_HARDWARE_BASE_3          (EL_SP_START + 34)
+#define EL_SP_HARDWARE_BASE_4          (EL_SP_START + 35)
+#define EL_SP_HARDWARE_BASE_5          (EL_SP_START + 36)
+#define EL_SP_HARDWARE_BASE_6          (EL_SP_START + 37)
+#define EL_SP_CHIP_TOP                 (EL_SP_START + 38)
+#define EL_SP_CHIP_BOTTOM              (EL_SP_START + 39)
 #define EL_SP_END                      (EL_SP_START + 39)
 
-#define EL_EM_GATE1_GRAY               250
-#define EL_EM_GATE2_GRAY               251
-#define EL_EM_GATE3_GRAY               252
-#define EL_EM_GATE4_GRAY               253
+#define EL_EM_GATE_1_GRAY              250
+#define EL_EM_GATE_2_GRAY              251
+#define EL_EM_GATE_3_GRAY              252
+#define EL_EM_GATE_4_GRAY              253
 
 #define EL_UNUSED_254                  254
 #define EL_UNUSED_255                  255
 #define EL_UNUSED_269                  269
 #define EL_UNUSED_270                  270
 
-#define EL_CONVEYOR_BELT1_LEFT         271
-#define EL_CONVEYOR_BELT1_MIDDLE       272
-#define EL_CONVEYOR_BELT1_RIGHT                273
-#define EL_CONVEYOR_BELT1_SWITCH_LEFT  274
-#define EL_CONVEYOR_BELT1_SWITCH_MIDDLE        275
-#define EL_CONVEYOR_BELT1_SWITCH_RIGHT 276
-#define EL_CONVEYOR_BELT2_LEFT         277
-#define EL_CONVEYOR_BELT2_MIDDLE       278
-#define EL_CONVEYOR_BELT2_RIGHT                279
-#define EL_CONVEYOR_BELT2_SWITCH_LEFT  280
-#define EL_CONVEYOR_BELT2_SWITCH_MIDDLE        281
-#define EL_CONVEYOR_BELT2_SWITCH_RIGHT 282
-#define EL_CONVEYOR_BELT3_LEFT         283
-#define EL_CONVEYOR_BELT3_MIDDLE       284
-#define EL_CONVEYOR_BELT3_RIGHT                285
-#define EL_CONVEYOR_BELT3_SWITCH_LEFT  286
-#define EL_CONVEYOR_BELT3_SWITCH_MIDDLE        287
-#define EL_CONVEYOR_BELT3_SWITCH_RIGHT 288
-#define EL_CONVEYOR_BELT4_LEFT         289
-#define EL_CONVEYOR_BELT4_MIDDLE       290
-#define EL_CONVEYOR_BELT4_RIGHT                291
-#define EL_CONVEYOR_BELT4_SWITCH_LEFT  292
-#define EL_CONVEYOR_BELT4_SWITCH_MIDDLE        293
-#define EL_CONVEYOR_BELT4_SWITCH_RIGHT 294
+#define EL_CONVEYOR_BELT_1_LEFT                 271
+#define EL_CONVEYOR_BELT_1_MIDDLE       272
+#define EL_CONVEYOR_BELT_1_RIGHT        273
+#define EL_CONVEYOR_BELT_1_SWITCH_LEFT  274
+#define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
+#define EL_CONVEYOR_BELT_1_SWITCH_RIGHT         276
+#define EL_CONVEYOR_BELT_2_LEFT                 277
+#define EL_CONVEYOR_BELT_2_MIDDLE       278
+#define EL_CONVEYOR_BELT_2_RIGHT        279
+#define EL_CONVEYOR_BELT_2_SWITCH_LEFT  280
+#define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
+#define EL_CONVEYOR_BELT_2_SWITCH_RIGHT         282
+#define EL_CONVEYOR_BELT_3_LEFT                 283
+#define EL_CONVEYOR_BELT_3_MIDDLE       284
+#define EL_CONVEYOR_BELT_3_RIGHT        285
+#define EL_CONVEYOR_BELT_3_SWITCH_LEFT  286
+#define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
+#define EL_CONVEYOR_BELT_3_SWITCH_RIGHT         288
+#define EL_CONVEYOR_BELT_4_LEFT                 289
+#define EL_CONVEYOR_BELT_4_MIDDLE       290
+#define EL_CONVEYOR_BELT_4_RIGHT        291
+#define EL_CONVEYOR_BELT_4_SWITCH_LEFT  292
+#define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
+#define EL_CONVEYOR_BELT_4_SWITCH_RIGHT         294
 #define EL_LANDMINE                    295
 #define EL_ENVELOPE                    296
 #define EL_LIGHT_SWITCH                        297
 #define EL_TIMEGATE_SWITCH             325
 
 #define EL_BALLOON                     326
-#define EL_BALLOON_SEND_LEFT           327
-#define EL_BALLOON_SEND_RIGHT          328
-#define EL_BALLOON_SEND_UP             329
-#define EL_BALLOON_SEND_DOWN           330
-#define EL_BALLOON_SEND_ANY_DIRECTION  331
-
-#define EL_EMC_STEELWALL             332
-#define EL_EMC_STEELWALL             333
-#define EL_EMC_STEELWALL             334
-#define EL_EMC_STEELWALL             335
-#define EL_EMC_WALL_PILLAR_UPPER       336
-#define EL_EMC_WALL_PILLAR_MIDDLE      337
-#define EL_EMC_WALL_PILLAR_LOWER       338
-#define EL_EMC_WALL                  339
-#define EL_EMC_WALL                  340
-#define EL_EMC_WALL                  341
-#define EL_EMC_WALL                  342
-#define EL_EMC_WALL                  343
-
-#define EL_TUBE_ALL                    344
+#define EL_BALLOON_SWITCH_LEFT         327
+#define EL_BALLOON_SWITCH_RIGHT                328
+#define EL_BALLOON_SWITCH_UP           329
+#define EL_BALLOON_SWITCH_DOWN         330
+#define EL_BALLOON_SWITCH_ANY          331
+
+#define EL_EMC_STEELWALL_1             332
+#define EL_EMC_STEELWALL_2             333
+#define EL_EMC_STEELWALL_3             334
+#define EL_EMC_STEELWALL_4             335
+#define EL_EMC_WALL_1                  336
+#define EL_EMC_WALL_2                  337
+#define EL_EMC_WALL_3                  338
+#define EL_EMC_WALL_4                  339
+#define EL_EMC_WALL_5                  340
+#define EL_EMC_WALL_6                  341
+#define EL_EMC_WALL_7                  342
+#define EL_EMC_WALL_8                  343
+
+#define EL_TUBE_ANY                    344
 #define EL_TUBE_VERTICAL               345
 #define EL_TUBE_HORIZONTAL             346
 #define EL_TUBE_VERTICAL_LEFT          347
 #define EL_UNUSED_359                  359
 
 #define EL_CUSTOM_START                        360
-#define EL_CUSTOM_0                    (EL_CUSTOM_START + 0)
-#define EL_CUSTOM_31                   (EL_CUSTOM_START + 127)
+
+#include "conf_cus.h"  /* include auto-generated data structure definitions */
+
 #define EL_CUSTOM_END                  (EL_CUSTOM_START + 127)
 
+#define NUM_CUSTOM_ELEMENTS            128
 #define NUM_FILE_ELEMENTS              488
 
 
 /* "real" (and therefore drawable) runtime elements */
 #define EL_FIRST_RUNTIME_REAL          NUM_FILE_ELEMENTS
 
-#define EL_MAGIC_WALL_ACTIVE           (EL_FIRST_RUNTIME_REAL + 0)
-#define EL_BD_MAGIC_WALL_ACTIVE                (EL_FIRST_RUNTIME_REAL + 1)
-#define EL_MAGIC_WALL_FULL             (EL_FIRST_RUNTIME_REAL + 2)
-#define EL_BD_MAGIC_WALL_FULL          (EL_FIRST_RUNTIME_REAL + 3)
-#define EL_MAGIC_WALL_DEAD             (EL_FIRST_RUNTIME_REAL + 4)
-#define EL_BD_MAGIC_WALL_DEAD          (EL_FIRST_RUNTIME_REAL + 5)
-#define EL_EXIT_OPENING                        (EL_FIRST_RUNTIME_REAL + 6)
-#define EL_SP_TERMINAL_ACTIVE          (EL_FIRST_RUNTIME_REAL + 7)
-#define EL_SP_BUGGY_BASE_ACTIVE                (EL_FIRST_RUNTIME_REAL + 8)
-#define EL_EM_KEY1                     (EL_FIRST_RUNTIME_REAL + 9)
-#define EL_EM_KEY2                     (EL_FIRST_RUNTIME_REAL + 10)
-#define EL_EM_KEY3                     (EL_FIRST_RUNTIME_REAL + 11)
-#define EL_EM_KEY4                     (EL_FIRST_RUNTIME_REAL + 12)
-#define EL_DYNABOMB_PLAYER1_ACTIVE     (EL_FIRST_RUNTIME_REAL + 13)
-#define EL_DYNABOMB_PLAYER2_ACTIVE     (EL_FIRST_RUNTIME_REAL + 14)
-#define EL_DYNABOMB_PLAYER3_ACTIVE     (EL_FIRST_RUNTIME_REAL + 15)
-#define EL_DYNABOMB_PLAYER4_ACTIVE     (EL_FIRST_RUNTIME_REAL + 16)
-#define EL_SWITCHGATE_OPENING          (EL_FIRST_RUNTIME_REAL + 17)
-#define EL_SWITCHGATE_CLOSING          (EL_FIRST_RUNTIME_REAL + 18)
-#define EL_TIMEGATE_OPENING            (EL_FIRST_RUNTIME_REAL + 19)
-#define EL_TIMEGATE_CLOSING            (EL_FIRST_RUNTIME_REAL + 20)
-#define EL_PEARL_BREAKING              (EL_FIRST_RUNTIME_REAL + 21)
-#define EL_TRAP_ACTIVE                 (EL_FIRST_RUNTIME_REAL + 22)
-#define EL_SP_MURPHY_CLONE             (EL_FIRST_RUNTIME_REAL + 23)
-#define EL_QUICKSAND_EMPTYING          (EL_FIRST_RUNTIME_REAL + 24)
-#define EL_MAGIC_WALL_EMPTYING         (EL_FIRST_RUNTIME_REAL + 25)
-#define EL_BD_MAGIC_WALL_EMPTYING      (EL_FIRST_RUNTIME_REAL + 26)
-#define EL_AMOEBA_DRIPPING             (EL_FIRST_RUNTIME_REAL + 27)
-#define EL_SP_EXIT_OPEN                        (EL_FIRST_RUNTIME_REAL + 28)
-#define EL_INVISIBLE_STEELWALL_ACTIVE  (EL_FIRST_RUNTIME_REAL + 29)
-#define EL_INVISIBLE_SAND_ACTIVE       (EL_FIRST_RUNTIME_REAL + 30)
-#define EL_INVISIBLE_WALL_ACTIVE       (EL_FIRST_RUNTIME_REAL + 31)
-#define EL_CONVEYOR_BELT1_LEFT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 32)
-#define EL_CONVEYOR_BELT1_MIDDLE_ACTIVE        (EL_FIRST_RUNTIME_REAL + 33)
-#define EL_CONVEYOR_BELT1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 34)
-#define EL_CONVEYOR_BELT2_LEFT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 35)
-#define EL_CONVEYOR_BELT2_MIDDLE_ACTIVE        (EL_FIRST_RUNTIME_REAL + 36)
-#define EL_CONVEYOR_BELT2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 37)
-#define EL_CONVEYOR_BELT3_LEFT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 38)
-#define EL_CONVEYOR_BELT3_MIDDLE_ACTIVE        (EL_FIRST_RUNTIME_REAL + 39)
-#define EL_CONVEYOR_BELT3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 40)
-#define EL_CONVEYOR_BELT4_LEFT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 41)
-#define EL_CONVEYOR_BELT4_MIDDLE_ACTIVE        (EL_FIRST_RUNTIME_REAL + 42)
-#define EL_CONVEYOR_BELT4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 43)
+#define EL_EM_KEY_1                    (EL_FIRST_RUNTIME_REAL + 0)
+#define EL_EM_KEY_2                    (EL_FIRST_RUNTIME_REAL + 1)
+#define EL_EM_KEY_3                    (EL_FIRST_RUNTIME_REAL + 2)
+#define EL_EM_KEY_4                    (EL_FIRST_RUNTIME_REAL + 3)
+#define EL_DYNABOMB_PLAYER_1_ACTIVE    (EL_FIRST_RUNTIME_REAL + 4)
+#define EL_DYNABOMB_PLAYER_2_ACTIVE    (EL_FIRST_RUNTIME_REAL + 5)
+#define EL_DYNABOMB_PLAYER_3_ACTIVE    (EL_FIRST_RUNTIME_REAL + 6)
+#define EL_DYNABOMB_PLAYER_4_ACTIVE    (EL_FIRST_RUNTIME_REAL + 7)
+#define EL_SP_DISK_RED_ACTIVE          (EL_FIRST_RUNTIME_REAL + 8)
+#define EL_SWITCHGATE_OPENING          (EL_FIRST_RUNTIME_REAL + 9)
+#define EL_SWITCHGATE_CLOSING          (EL_FIRST_RUNTIME_REAL + 10)
+#define EL_TIMEGATE_OPENING            (EL_FIRST_RUNTIME_REAL + 11)
+#define EL_TIMEGATE_CLOSING            (EL_FIRST_RUNTIME_REAL + 12)
+#define EL_PEARL_BREAKING              (EL_FIRST_RUNTIME_REAL + 13)
+#define EL_TRAP_ACTIVE                 (EL_FIRST_RUNTIME_REAL + 14)
+#define EL_INVISIBLE_STEELWALL_ACTIVE  (EL_FIRST_RUNTIME_REAL + 15)
+#define EL_INVISIBLE_WALL_ACTIVE       (EL_FIRST_RUNTIME_REAL + 16)
+#define EL_INVISIBLE_SAND_ACTIVE       (EL_FIRST_RUNTIME_REAL + 17)
+#define EL_CONVEYOR_BELT_1_LEFT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 18)
+#define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
+#define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE         (EL_FIRST_RUNTIME_REAL + 20)
+#define EL_CONVEYOR_BELT_2_LEFT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 21)
+#define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
+#define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE         (EL_FIRST_RUNTIME_REAL + 23)
+#define EL_CONVEYOR_BELT_3_LEFT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 24)
+#define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
+#define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE         (EL_FIRST_RUNTIME_REAL + 26)
+#define EL_CONVEYOR_BELT_4_LEFT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 27)
+#define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 28)
+#define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE         (EL_FIRST_RUNTIME_REAL + 29)
+#define EL_EXIT_OPENING                        (EL_FIRST_RUNTIME_REAL + 30)
+#define EL_SP_EXIT_OPEN                        (EL_FIRST_RUNTIME_REAL + 31)
+#define EL_SP_TERMINAL_ACTIVE          (EL_FIRST_RUNTIME_REAL + 32)
+#define EL_SP_BUGGY_BASE_ACTIVATING    (EL_FIRST_RUNTIME_REAL + 33)
+#define EL_SP_BUGGY_BASE_ACTIVE                (EL_FIRST_RUNTIME_REAL + 34)
+#define EL_SP_MURPHY_CLONE             (EL_FIRST_RUNTIME_REAL + 35)
+#define EL_AMOEBA_DROPPING             (EL_FIRST_RUNTIME_REAL + 36)
+#define EL_QUICKSAND_EMPTYING          (EL_FIRST_RUNTIME_REAL + 37)
+#define EL_MAGIC_WALL_ACTIVE           (EL_FIRST_RUNTIME_REAL + 38)
+#define EL_BD_MAGIC_WALL_ACTIVE                (EL_FIRST_RUNTIME_REAL + 39)
+#define EL_MAGIC_WALL_FULL             (EL_FIRST_RUNTIME_REAL + 40)
+#define EL_BD_MAGIC_WALL_FULL          (EL_FIRST_RUNTIME_REAL + 41)
+#define EL_MAGIC_WALL_EMPTYING         (EL_FIRST_RUNTIME_REAL + 42)
+#define EL_BD_MAGIC_WALL_EMPTYING      (EL_FIRST_RUNTIME_REAL + 43)
+#define EL_MAGIC_WALL_DEAD             (EL_FIRST_RUNTIME_REAL + 44)
+#define EL_BD_MAGIC_WALL_DEAD          (EL_FIRST_RUNTIME_REAL + 45)
 
 /* "unreal" (and therefore not drawable) runtime elements */
-#define EL_FIRST_RUNTIME_UNREAL                (EL_FIRST_RUNTIME_REAL + 44)
+#define EL_FIRST_RUNTIME_UNREAL                (EL_FIRST_RUNTIME_REAL + 46)
 
 #define EL_BLOCKED                     (EL_FIRST_RUNTIME_UNREAL + 0)
 #define EL_EXPLOSION                   (EL_FIRST_RUNTIME_UNREAL + 1)
-#define EL_NUT_CRACKING                        (EL_FIRST_RUNTIME_UNREAL + 2)
+#define EL_NUT_BREAKING                        (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_GROWING              (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_EXPANDABLE_WALL_GROWING     (EL_FIRST_RUNTIME_UNREAL + 7)
 #define EL_FLAMES                      (EL_FIRST_RUNTIME_UNREAL + 8)
 #define EL_PLAYER_IS_LEAVING           (EL_FIRST_RUNTIME_UNREAL + 9)
 #define EL_QUICKSAND_FILLING           (EL_FIRST_RUNTIME_UNREAL + 10)
 #define EL_MAGIC_WALL_FILLING          (EL_FIRST_RUNTIME_UNREAL + 11)
 #define EL_BD_MAGIC_WALL_FILLING       (EL_FIRST_RUNTIME_UNREAL + 12)
 
-/* dummy (not drawable) runtime elements (internal use only) */
+/* 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_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_BD_AMOEBA_PART1                     (EL_FIRST_DUMMY + 13)
-#define EL_BD_AMOEBA_PART2                     (EL_FIRST_DUMMY + 14)
-#define EL_BD_AMOEBA_PART3                     (EL_FIRST_DUMMY + 15)
-#define EL_BD_AMOEBA_PART4                     (EL_FIRST_DUMMY + 16)
-#define EL_AMOEBA_WET_PART1                    (EL_FIRST_DUMMY + 17)
-#define EL_AMOEBA_WET_PART2                    (EL_FIRST_DUMMY + 18)
-#define EL_AMOEBA_WET_PART3                    (EL_FIRST_DUMMY + 19)
-#define EL_AMOEBA_WET_PART4                    (EL_FIRST_DUMMY + 20)
-#define EL_AMOEBA_DRY_PART1                    (EL_FIRST_DUMMY + 21)
-#define EL_AMOEBA_DRY_PART2                    (EL_FIRST_DUMMY + 22)
-#define EL_AMOEBA_DRY_PART3                    (EL_FIRST_DUMMY + 23)
-#define EL_AMOEBA_DRY_PART4                    (EL_FIRST_DUMMY + 24)
-#define EL_AMOEBA_DEAD_PART1                   (EL_FIRST_DUMMY + 25)
-#define EL_AMOEBA_DEAD_PART2                   (EL_FIRST_DUMMY + 26)
-#define EL_AMOEBA_DEAD_PART3                   (EL_FIRST_DUMMY + 27)
-#define EL_AMOEBA_DEAD_PART4                   (EL_FIRST_DUMMY + 28)
-#define EL_DYNABOMB_ACTIVE                     (EL_FIRST_DUMMY + 29)
-#define EL_SHIELD_NORMAL_ACTIVE                        (EL_FIRST_DUMMY + 30)
-#define EL_SHIELD_DEADLY_ACTIVE                        (EL_FIRST_DUMMY + 31)
-#define EL_ARROW_RED_LEFT                      (EL_FIRST_DUMMY + 32)
-#define EL_ARROW_RED_RIGHT                     (EL_FIRST_DUMMY + 33)
-#define EL_ARROW_RED_UP                                (EL_FIRST_DUMMY + 34)
-#define EL_ARROW_RED_DOWN                      (EL_FIRST_DUMMY + 35)
-
-#define MAX_NUM_ELEMENTS                       (EL_FIRST_DUMMY + 36)
-
-
-/* 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_DEFAULT             0
-#define GFX_ACTION_WAITING             1
-#define GFX_ACTION_FALLING             2
-#define GFX_ACTION_MOVING              3
-#define GFX_ACTION_DIGGING             4
-#define GFX_ACTION_SNAPPING            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_BREAKING            11
-#define GFX_ACTION_ACTIVATING          12
-#define GFX_ACTION_OPENING             13
-#define GFX_ACTION_CLOSING             14
-#define GFX_ACTION_EATING              15
-#define GFX_ACTION_ATTACKING           16
-#define GFX_ACTION_GROWING             17
-#define GFX_ACTION_SHRINKING           18
-#define GFX_ACTION_OTHER               19
-
-#define NUM_GFX_ACTIONS                        20
-#define NUM_GFX_ACTIONS_MAPPED         8
+#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 MAX_NUM_ELEMENTS                       (EL_FIRST_DUMMY + 16)
+
+
+/* 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_DROPPING                                7
+#define ACTION_PUSHING                         8
+#define ACTION_PASSING                         9
+#define ACTION_IMPACT                          10
+#define ACTION_BREAKING                                11
+#define ACTION_ACTIVATING                      12
+#define ACTION_DEACTIVATING                    13
+#define ACTION_OPENING                         14
+#define ACTION_CLOSING                         15
+#define ACTION_ATTACKING                       16
+#define ACTION_GROWING                         17
+#define ACTION_SHRINKING                       18
+#define ACTION_ACTIVE                          19
+#define ACTION_FILLING                         20
+#define ACTION_EMPTYING                                21
+#define ACTION_CHANGING                                22
+#define ACTION_EXPLODING                       23
+#define ACTION_DYING                           24
+#define ACTION_OTHER                           25
+
+#define NUM_ACTIONS                            26
+
+/* values for special image configuration suffixes */
+#define GFX_SPECIAL_ARG_MAIN                   0
+#define GFX_SPECIAL_ARG_LEVELS                 1
+#define GFX_SPECIAL_ARG_SCORES                 2
+#define GFX_SPECIAL_ARG_EDITOR                 3
+#define GFX_SPECIAL_ARG_INFO                   4
+#define GFX_SPECIAL_ARG_SETUP                  5
+#define GFX_SPECIAL_ARG_DOOR                   6
+#define GFX_SPECIAL_ARG_PREVIEW                        7
+
+#define NUM_SPECIAL_GFX_ARGS                   8
 
 
 /* values for image configuration suffixes */
-#define GFX_ARG_XPOS                           0
-#define GFX_ARG_YPOS                           1
-#define GFX_ARG_OFFSET                         2
-#define GFX_ARG_VERTICAL                       3
-#define GFX_ARG_XOFFSET                                4
-#define GFX_ARG_YOFFSET                                5
-#define GFX_ARG_FRAMES                         6
-#define GFX_ARG_START_FRAME                    7
-#define GFX_ARG_DELAY                          8
-#define GFX_ARG_MODE_LOOP                      9
-#define GFX_ARG_MODE_LINEAR                    10
-#define GFX_ARG_MODE_PINGPONG                  11
-#define GFX_ARG_MODE_PINGPONG2                 12
-#define GFX_ARG_MODE_REVERSE                   13
-#define GFX_ARG_GLOBAL_SYNC                    14
-
-#define NUM_GFX_ARGS                           15
-
-#define GFX_ARG_UNDEFINED                      "-1000000"
-#define GFX_ARG_UNDEFINED_VALUE                        (atoi(GFX_ARG_UNDEFINED))
+#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_FRAMES_PER_LINE                        11
+#define GFX_ARG_START_FRAME                    12
+#define GFX_ARG_DELAY                          13
+#define GFX_ARG_ANIM_MODE                      14
+#define GFX_ARG_GLOBAL_SYNC                    15
+#define GFX_ARG_STEP_OFFSET                    16
+#define GFX_ARG_STEP_DELAY                     17
+#define GFX_ARG_DIRECTION                      18
+#define GFX_ARG_POSITION                       19
+#define GFX_ARG_DRAW_XOFFSET                   20
+#define GFX_ARG_DRAW_YOFFSET                   21
+#define GFX_ARG_NAME                           22
+
+#define NUM_GFX_ARGS                           23
 
 
 /* values for sound configuration suffixes */
-/* (currently none) */
-
+#define SND_ARG_MODE_LOOP                      0
+
+#define NUM_SND_ARGS                           1
+
+
+/* values for font configuration */
+
+#define FONT_INITIAL_1                         0
+#define FONT_INITIAL_2                         1
+#define FONT_INITIAL_3                         2
+#define FONT_INITIAL_4                         3
+#define FONT_TITLE_1                           4
+#define FONT_TITLE_2                           5
+#define FONT_MENU_1                            6
+#define FONT_MENU_2                            7
+#define FONT_TEXT_1                            8
+#define FONT_TEXT_2                            9
+#define FONT_TEXT_3                            10
+#define FONT_TEXT_4                            11
+#define FONT_INPUT_1                           12
+#define FONT_INPUT_1_ACTIVE                    13
+#define FONT_INPUT_2                           14
+#define FONT_INPUT_2_ACTIVE                    15
+#define FONT_OPTION_OFF                                16
+#define FONT_OPTION_ON                         17
+#define FONT_VALUE_1                           18
+#define FONT_VALUE_2                           19
+#define FONT_VALUE_OLD                         20
+#define FONT_LEVEL_NUMBER                      21
+#define FONT_TAPE_RECORDER                     22
+#define FONT_GAME_INFO                         23
+
+#define NUM_FONTS                              24
+#define NUM_INITIAL_FONTS                      4
 
 /* values for game_status */
 #define EXITGAME               0
 #define TYPENAME               6
 #define HALLOFFAME             7
 #define SETUP                  8
+#define PSEUDO_PREVIEW         9
+#define PSEUDO_DOOR            10
 
 #define PROGRAM_VERSION_MAJOR  2
 #define PROGRAM_VERSION_MINOR  2
 #define PROGRAM_VERSION_PATCH  0
-#define PROGRAM_VERSION_STRING "2.2.0rc2"
+#define PROGRAM_VERSION_STRING "2.2.0rc4"
 
 #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
 #define WINDOW_SUBTITLE_STRING PROGRAM_RIGHTS_STRING " " PROGRAM_AUTHOR_STRING
 #define ICON_TITLE_STRING      PROGRAM_TITLE_STRING
-#define UNIX_USERDATA_DIRECTORY        ".rocksndiamonds"
 #define COOKIE_PREFIX          "ROCKSNDIAMONDS"
 #define FILENAME_PREFIX                "Rocks"
 
+#if defined(PLATFORM_UNIX)
+#define USERDATA_DIRECTORY     ".rocksndiamonds"
+#elif defined(PLATFORM_WIN32)
+#define USERDATA_DIRECTORY     PROGRAM_TITLE_STRING
+#else
+#define USERDATA_DIRECTORY     "userdata"
+#endif
+
 #define X11_ICON_FILENAME      "rocks_icon.xbm"
 #define X11_ICONMASK_FILENAME  "rocks_iconmask.xbm"
 #define MSDOS_POINTER_FILENAME "mouse.pcx"
@@ -1499,8 +980,13 @@ struct PlayerInfo
                                   through doors); overrides other actions */
 
   int jx,jy, last_jx,last_jy;
-  int MovDir, MovPos, GfxPos;
-  int Frame;
+  int MovDir, MovPos, GfxDir, GfxPos;
+  int Frame, StepFrame;
+
+  int GfxAction;
+
+  boolean use_murphy_graphic;
+  boolean use_disk_red_graphic;
 
   boolean Pushing;
   boolean Switching;
@@ -1508,7 +994,10 @@ struct PlayerInfo
   boolean snapped;
 
   int last_move_dir;
-  int is_moving;
+  boolean is_moving;
+  boolean is_waiting;
+  boolean is_digging;
+  boolean is_collecting;
 
   unsigned long move_delay;
   int move_delay_value;
@@ -1516,8 +1005,6 @@ struct PlayerInfo
   unsigned long push_delay;
   unsigned long push_delay_value;
 
-  int frame_reset_delay;
-
   unsigned long actual_frame_counter;
 
   int score;
@@ -1560,6 +1047,8 @@ struct LevelInfo
   boolean gravity;
   boolean em_slippery_gems;    /* EM style "gems slip from wall" behaviour */
 
+  short custom_element_successor[NUM_CUSTOM_ELEMENTS];
+
   boolean no_level_file;
 };
 
@@ -1569,6 +1058,7 @@ struct TapeInfo
   int game_version;    /* game release version the tape was created with */
   int engine_version;  /* game engine version the tape was recorded with */
 
+  char *level_identifier;
   int level_nr;
   unsigned long random_seed;
   unsigned long date;
@@ -1621,6 +1111,16 @@ struct GlobalInfo
   char *autoplay_leveldir;
   int autoplay_level_nr;
 
+  int num_toons;
+
+  int menu_draw_xoffset;
+  int menu_draw_yoffset;
+  int menu_draw_xoffset_MAIN;
+  int menu_draw_yoffset_MAIN;
+
+  int door_step_offset;
+  int door_step_delay;
+
   float frames_per_second;
   boolean fps_slowdown;
   int fps_slowdown_factor;
@@ -1628,90 +1128,145 @@ struct GlobalInfo
 
 struct ElementInfo
 {
-  char *sound_class_name;      /* classification for custom sound effects */
+  char *token_name;            /* element token used in config files */
+  char *class_name;            /* element class used in config files */
   char *editor_description;    /* short description for level editor */
+  char *custom_description;    /* custom description for level editor */
 
-                               /* default graphics for several actions */
-  int graphic[NUM_GFX_ACTIONS_MAPPED];
-
+  int graphic[NUM_ACTIONS];    /* default graphics for several actions */
+  int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
                                /* special graphics for left/right/up/down */
-  int direction_graphic[NUM_GFX_ACTIONS_MAPPED][NUM_MV_DIRECTIONS];
+  int special_graphic[NUM_SPECIAL_GFX_ARGS];
+                               /* special graphics for certain screens */
+
+  int sound[NUM_ACTIONS];      /* default sounds for several actions */
 };
 
-struct GraphicInfo
+struct FontInfo
 {
-  Bitmap *bitmap;
-  int src_x, src_y;
+  char *token_name;            /* font token used in config files */
+
+  int graphic;                 /* default graphic for this font */
+  int special_graphic[NUM_SPECIAL_GFX_ARGS];
+                               /* special graphics for certain screens */
+  int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
+                               /* internal bitmap ID for special graphics */
 };
 
-struct NewGraphicInfo
+struct GraphicInfo
 {
   Bitmap *bitmap;
-  int src_x, src_y;            /* derived from (tile sized) .xpos/.ypos */
+  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_frames_per_line;
   int anim_start_frame;
   int anim_delay;              /* important: delay of 1 means "no delay"! */
   int anim_mode;
   boolean anim_global_sync;
+
+  int step_offset;             /* optional step offset of toon animations */
+  int step_delay;              /* optional step delay of toon animations */
+
+  int draw_x, draw_y;          /* optional offset for drawing fonts chars */
+
+#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;
+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 Bitmap         *pix[];
+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 short           Frame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short           GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern boolean         Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short           JustStopped[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short           AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short           AmoebaCnt[MAX_NUM_AMOEBA], AmoebaCnt2[MAX_NUM_AMOEBA];
-extern short           ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern unsigned long   Elementeigenschaften1[MAX_ELEMENTS];
-extern unsigned long   Elementeigenschaften2[MAX_ELEMENTS];
-
-extern int             lev_fieldx,lev_fieldy, scroll_x,scroll_y;
-
-extern int             FX,FY, ScrollStepSize;
-extern int             ScreenMovDir, ScreenMovPos, ScreenGfxPos;
-extern int             BorderElement;
-extern int             GameFrameDelay;
-extern int             FfwdFrameDelay;
-extern int             BX1,BY1, BX2,BY2;
-extern int             SBX_Left, SBX_Right;
-extern int             SBY_Upper, SBY_Lower;
-extern int             ZX,ZY, ExitX,ExitY;
-extern int             AllPlayersGone;
-
-extern int             TimeFrames, TimePlayed, TimeLeft;
-extern boolean         SiebAktiv;
-extern int             SiebCount;
-
-extern boolean         network_player_action_received;
-
-extern int             graphics_action_mapping[];
+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           Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
+
+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                     GfxElement[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;
@@ -1720,10 +1275,13 @@ 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 FontInfo         font_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 */