rnd-20060112-1-src
[rocksndiamonds.git] / src / main.h
index 2de55a4e53d280cdbe06df2ffa67c4c25877d8dc..86a7ea1d84a6f10c55ec5ef9a5d5d740dc44f3da 100644 (file)
 #include "conf_snd.h"  /* include auto-generated data structure definitions */
 #include "conf_mus.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_EXPLOSION          IMG_DEFAULT_EXPLODING
-#define IMG_CHAR_START         IMG_CHAR_SPACE
-#define IMG_CUSTOM_START       IMG_CUSTOM_1
-
-#define SND_UNDEFINED          (-1)
-#define MUS_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 IMG_UNDEFINED                  (-1)
+#define IMG_EMPTY                      IMG_EMPTY_SPACE
+#define IMG_SP_EMPTY                   IMG_SP_EMPTY_SPACE
+#define IMG_EXPLOSION                  IMG_DEFAULT_EXPLODING
+#define IMG_CHAR_START                 IMG_CHAR_SPACE
+#define IMG_CUSTOM_START               IMG_CUSTOM_1
+
+#define SND_UNDEFINED                  (-1)
+#define MUS_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 configurable properties (custom elem's only, else pre-defined) */
-#define EP_DIGGABLE            0
-#define EP_COLLECTIBLE_ONLY    1
-#define EP_DONT_RUN_INTO       2
-#define EP_DONT_COLLIDE_WITH   3
-#define EP_DONT_TOUCH          4
-#define EP_INDESTRUCTIBLE      5
-#define EP_SLIPPERY            6
-#define EP_CAN_CHANGE          7
-#define EP_CAN_MOVE            8
-#define EP_CAN_FALL            9
-#define EP_CAN_SMASH_PLAYER    10
-#define EP_CAN_SMASH_ENEMIES   11
-#define EP_CAN_SMASH_EVERYTHING        12
-#define EP_EXPLODES_BY_FIRE    13
-#define EP_EXPLODES_SMASHED    14
-#define EP_EXPLODES_IMPACT     15
-#define EP_WALKABLE_OVER       16
-#define EP_WALKABLE_INSIDE     17
-#define EP_WALKABLE_UNDER      18
-#define EP_PASSABLE_OVER       19
-#define EP_PASSABLE_INSIDE     20
-#define EP_PASSABLE_UNDER      21
-#define EP_DROPPABLE           22
-#define EP_EXPLODES_1X1_OLD    23
-#define EP_PUSHABLE            24
-#define EP_EXPLODES_CROSS_OLD  25
-#define EP_PROTECTED           26
-#define EP_CAN_MOVE_INTO_ACID  27
-#define EP_THROWABLE           28
-#define EP_CAN_EXPLODE         29
-#define EP_GRAVITY_REACHABLE   30
+#define EP_DIGGABLE                    0
+#define EP_COLLECTIBLE_ONLY            1
+#define EP_DONT_RUN_INTO               2
+#define EP_DONT_COLLIDE_WITH           3
+#define EP_DONT_TOUCH                  4
+#define EP_INDESTRUCTIBLE              5
+#define EP_SLIPPERY                    6
+#define EP_CAN_CHANGE                  7
+#define EP_CAN_MOVE                    8
+#define EP_CAN_FALL                    9
+#define EP_CAN_SMASH_PLAYER            10
+#define EP_CAN_SMASH_ENEMIES           11
+#define EP_CAN_SMASH_EVERYTHING                12
+#define EP_EXPLODES_BY_FIRE            13
+#define EP_EXPLODES_SMASHED            14
+#define EP_EXPLODES_IMPACT             15
+#define EP_WALKABLE_OVER               16
+#define EP_WALKABLE_INSIDE             17
+#define EP_WALKABLE_UNDER              18
+#define EP_PASSABLE_OVER               19
+#define EP_PASSABLE_INSIDE             20
+#define EP_PASSABLE_UNDER              21
+#define EP_DROPPABLE                   22
+#define EP_EXPLODES_1X1_OLD            23
+#define EP_PUSHABLE                    24
+#define EP_EXPLODES_CROSS_OLD          25
+#define EP_PROTECTED                   26
+#define EP_CAN_MOVE_INTO_ACID          27
+#define EP_THROWABLE                   28
+#define EP_CAN_EXPLODE                 29
+#define EP_GRAVITY_REACHABLE           30
 
 /* values for pre-defined properties */
-#define EP_PLAYER              32
-#define EP_CAN_PASS_MAGIC_WALL 33
-#define EP_SWITCHABLE          34
-#define EP_BD_ELEMENT          35
-#define EP_SP_ELEMENT          36
-#define EP_SB_ELEMENT          37
-#define EP_GEM                 38
-#define EP_FOOD_DARK_YAMYAM    39
-#define EP_FOOD_PENGUIN                40
-#define EP_FOOD_PIG            41
-#define EP_HISTORIC_WALL       42
-#define EP_HISTORIC_SOLID      43
-#define EP_CLASSIC_ENEMY       44
-#define EP_BELT                        45
-#define EP_BELT_ACTIVE         46
-#define EP_BELT_SWITCH         47
-#define EP_TUBE                        48
-#define EP_KEYGATE             49
-#define EP_AMOEBOID            50
-#define EP_AMOEBALIVE          51
-#define EP_HAS_CONTENT         52
-#define EP_CAN_TURN_EACH_MOVE  53
-#define EP_CAN_GROW            54
-#define EP_ACTIVE_BOMB         55
-#define EP_INACTIVE            56
+#define EP_PLAYER                      32
+#define EP_CAN_PASS_MAGIC_WALL         33
+#define EP_SWITCHABLE                  34
+#define EP_BD_ELEMENT                  35
+#define EP_SP_ELEMENT                  36
+#define EP_SB_ELEMENT                  37
+#define EP_GEM                         38
+#define EP_FOOD_DARK_YAMYAM            39
+#define EP_FOOD_PENGUIN                        40
+#define EP_FOOD_PIG                    41
+#define EP_HISTORIC_WALL               42
+#define EP_HISTORIC_SOLID              43
+#define EP_CLASSIC_ENEMY               44
+#define EP_BELT                                45
+#define EP_BELT_ACTIVE                 46
+#define EP_BELT_SWITCH                 47
+#define EP_TUBE                                48
+#define EP_KEYGATE                     49
+#define EP_AMOEBOID                    50
+#define EP_AMOEBALIVE                  51
+#define EP_HAS_EDITOR_CONTENT          52
+#define EP_CAN_TURN_EACH_MOVE          53
+#define EP_CAN_GROW                    54
+#define EP_ACTIVE_BOMB                 55
+#define EP_INACTIVE                    56
 
 /* values for special configurable properties (depending on level settings) */
-#define EP_EM_SLIPPERY_WALL    57
+#define EP_EM_SLIPPERY_WALL            57
 
 /* values for special graphics properties (no effect on game engine) */
-#define EP_GFX_CRUMBLED                58
+#define EP_GFX_CRUMBLED                        58
 
 /* values for derived properties (determined from properties above) */
-#define EP_ACCESSIBLE_OVER     59
-#define EP_ACCESSIBLE_INSIDE   60
-#define EP_ACCESSIBLE_UNDER    61
-#define EP_WALKABLE            62
-#define EP_PASSABLE            63
-#define EP_ACCESSIBLE          64
-#define EP_COLLECTIBLE         65
-#define EP_SNAPPABLE           66
-#define EP_WALL                        67
-#define EP_SOLID_FOR_PUSHING   68
-#define EP_DRAGONFIRE_PROOF    69
-#define EP_EXPLOSION_PROOF     70
-#define EP_CAN_SMASH           71
-#define EP_EXPLODES_3X3_OLD    72
-#define EP_CAN_EXPLODE_BY_FIRE 73
-#define EP_CAN_EXPLODE_SMASHED 74
-#define EP_CAN_EXPLODE_IMPACT  75
-#define EP_SP_PORT             76
+#define EP_ACCESSIBLE_OVER             59
+#define EP_ACCESSIBLE_INSIDE           60
+#define EP_ACCESSIBLE_UNDER            61
+#define EP_WALKABLE                    62
+#define EP_PASSABLE                    63
+#define EP_ACCESSIBLE                  64
+#define EP_COLLECTIBLE                 65
+#define EP_SNAPPABLE                   66
+#define EP_WALL                                67
+#define EP_SOLID_FOR_PUSHING           68
+#define EP_DRAGONFIRE_PROOF            69
+#define EP_EXPLOSION_PROOF             70
+#define EP_CAN_SMASH                   71
+#define EP_EXPLODES_3X3_OLD            72
+#define EP_CAN_EXPLODE_BY_FIRE         73
+#define EP_CAN_EXPLODE_SMASHED         74
+#define EP_CAN_EXPLODE_IMPACT          75
+#define EP_SP_PORT                     76
 #define EP_CAN_EXPLODE_BY_DRAGONFIRE   77
 #define EP_CAN_EXPLODE_BY_EXPLOSION    78
 #define EP_COULD_MOVE_INTO_ACID                79
 #define EP_MAYBE_DONT_COLLIDE_WITH     80
 
 /* values for internal purpose only (level editor) */
-#define EP_WALK_TO_OBJECT      81
-#define EP_DEADLY              82
+#define EP_WALK_TO_OBJECT              81
+#define EP_DEADLY                      82
+#define EP_EDITOR_CASCADE              83
+#define EP_EDITOR_CASCADE_ACTIVE       84
+#define EP_EDITOR_CASCADE_INACTIVE     85
 
-#define NUM_ELEMENT_PROPERTIES 83
+/* values for internal purpose only (game engine) */
+#define EP_HAS_ACTION                  86
+#define EP_CAN_CHANGE_OR_HAS_ACTION    87
 
-#define NUM_EP_BITFIELDS       ((NUM_ELEMENT_PROPERTIES + 31) / 32)
-#define EP_BITFIELD_BASE       0
+#define NUM_ELEMENT_PROPERTIES         88
 
-#define EP_BITMASK_DEFAULT     0
+#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 EP_BITMASK_DEFAULT             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)) : \
 
 
 /* values for change events for custom elements (stored in level file) */
-#define CE_DELAY               0
-#define CE_TOUCHED_BY_PLAYER   1
-#define CE_PRESSED_BY_PLAYER   2
-#define CE_PUSHED_BY_PLAYER    3
-#define CE_DROPPED_BY_PLAYER   4
-#define CE_HITTING_SOMETHING   5
-#define CE_IMPACT              6
-#define CE_SMASHED             7
-#define CE_TOUCHING_X          8
-#define CE_CHANGE_OF_X         9
-#define CE_EXPLOSION_OF_X      10
-#define CE_PLAYER_TOUCHES_X    11
-#define CE_PLAYER_PRESSES_X    12
-#define CE_PLAYER_PUSHES_X     13
-#define CE_PLAYER_COLLECTS_X   14
-#define CE_PLAYER_DROPS_X      15
-#define CE_BY_PLAYER_OBSOLETE  16      /* obsolete; now CE_BY_DIRECT_ACTION */
-#define CE_BY_COLLISION_OBSOLETE 17    /* obsolete; now CE_BY_DIRECT_ACTION */
-#define CE_BY_OTHER_ACTION     18      /* activates other element events */
-#define CE_BY_DIRECT_ACTION    19      /* activates direct element events */
-#define CE_PLAYER_DIGS_X       20
-#define CE_ENTERED_BY_PLAYER   21
-#define CE_LEFT_BY_PLAYER      22
-#define CE_PLAYER_ENTERS_X     23
-#define CE_PLAYER_LEAVES_X     24
-#define CE_SWITCHED            25
-#define CE_SWITCH_OF_X         26
-#define CE_HIT_BY_SOMETHING    27
-#define CE_HITTING_X           28
-#define CE_HIT_BY_X            29
-#define CE_BLOCKED             30
-
-#define NUM_CHANGE_EVENTS      31
-
-#define CE_BITMASK_DEFAULT     0
-
-#if 1
-
-#define CH_EVENT_VAR(e,c)      (element_info[e].change->has_event[c])
-#define CH_ANY_EVENT_VAR(e,c)  (element_info[e].has_change_event[c])
-
-#define PAGE_HAS_CHANGE_EVENT(p,c)  ((p)->has_event[c])
-#define HAS_CHANGE_EVENT(e,c)      (IS_CUSTOM_ELEMENT(e) &&            \
-                                    CH_EVENT_VAR(e,c))
-#define HAS_ANY_CHANGE_EVENT(e,c)   (IS_CUSTOM_ELEMENT(e) &&           \
-                                    CH_ANY_EVENT_VAR(e,c))
-
-#define SET_CHANGE_EVENT(e,c,v)     (IS_CUSTOM_ELEMENT(e) ?            \
-                                    CH_EVENT_VAR(e,c) = (v) : 0)
-#define SET_ANY_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ?            \
-                                    CH_ANY_EVENT_VAR(e,c) = (v) : 0)
-
-#else
-
-#define CH_EVENT_BIT(c)                (1 << (c))
-#define CH_EVENT_VAR(e)                (element_info[e].change->events)
-#define CH_ANY_EVENT_VAR(e)    (element_info[e].change_events)
-
-#define HAS_CHANGE_EVENT(e,c)  (IS_CUSTOM_ELEMENT(e) &&                  \
-                                (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
-#define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) &&               \
-                                (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
-#define SET_CHANGE_EVENT(e,c,v)        (IS_CUSTOM_ELEMENT(e) ?                   \
-                                ((v) ?                                   \
-                                 (CH_EVENT_VAR(e) |=  CH_EVENT_BIT(c)) : \
-                                 (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
-#define SET_ANY_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ?              \
-                              ((v) ?                                     \
-                               (CH_ANY_EVENT_VAR(e) |=  CH_EVENT_BIT(c)) : \
-                               (CH_ANY_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
-#endif
+#define CE_DELAY                       0
+#define CE_TOUCHED_BY_PLAYER           1
+#define CE_PRESSED_BY_PLAYER           2
+#define CE_PUSHED_BY_PLAYER            3
+#define CE_DROPPED_BY_PLAYER           4
+#define CE_HITTING_SOMETHING           5
+#define CE_IMPACT                      6
+#define CE_SMASHED                     7
+#define CE_TOUCHING_X                  8
+#define CE_CHANGE_OF_X                 9
+#define CE_EXPLOSION_OF_X              10
+#define CE_PLAYER_TOUCHES_X            11
+#define CE_PLAYER_PRESSES_X            12
+#define CE_PLAYER_PUSHES_X             13
+#define CE_PLAYER_COLLECTS_X           14
+#define CE_PLAYER_DROPS_X              15
+#define CE_VALUE_GETS_ZERO             16
+#define CE_VALUE_GETS_ZERO_OF_X                17
+#define CE_BY_OTHER_ACTION             18
+#define CE_BY_DIRECT_ACTION            19
+#define CE_PLAYER_DIGS_X               20
+#define CE_ENTERED_BY_PLAYER           21
+#define CE_LEFT_BY_PLAYER              22
+#define CE_PLAYER_ENTERS_X             23
+#define CE_PLAYER_LEAVES_X             24
+#define CE_SWITCHED                    25
+#define CE_SWITCH_OF_X                 26
+#define CE_HIT_BY_SOMETHING            27
+#define CE_HITTING_X                   28
+#define CE_HIT_BY_X                    29
+#define CE_BLOCKED                     30
+#define CE_SWITCHED_BY_PLAYER          31
+#define CE_PLAYER_SWITCHES_X           32
+#define CE_SNAPPED_BY_PLAYER           33
+#define CE_PLAYER_SNAPS_X              34
+#define CE_MOVE_OF_X                   35
+#define CE_DIGGING_X                   36
+#define CE_CREATION_OF_X               37
+
+#define NUM_CHANGE_EVENTS              38
+
+#define CE_BITMASK_DEFAULT             0
+
+#define CH_EVENT_VAR(e,c)              (element_info[e].change->has_event[c])
+#define CH_ANY_EVENT_VAR(e,c)          (element_info[e].has_change_event[c])
+
+#define PAGE_HAS_CHANGE_EVENT(p,c)     ((p)->has_event[c])
+#define HAS_CHANGE_EVENT(e,c)          (IS_CUSTOM_ELEMENT(e) &&        \
+                                        CH_EVENT_VAR(e,c))
+#define HAS_ANY_CHANGE_EVENT(e,c)      (IS_CUSTOM_ELEMENT(e) &&        \
+                                        CH_ANY_EVENT_VAR(e,c))
+
+#define SET_CHANGE_EVENT(e,c,v)                (IS_CUSTOM_ELEMENT(e) ?         \
+                                        CH_EVENT_VAR(e,c) = (v) : 0)
+#define SET_ANY_CHANGE_EVENT(e,c,v)    (IS_CUSTOM_ELEMENT(e) ?         \
+                                        CH_ANY_EVENT_VAR(e,c) = (v) : 0)
+
+/* values for player bitmasks */
+#define PLAYER_BITS_NONE               0
+#define PLAYER_BITS_1                  (1 << 0)
+#define PLAYER_BITS_2                  (1 << 1)
+#define PLAYER_BITS_3                  (1 << 2)
+#define PLAYER_BITS_4                  (1 << 3)
+#define PLAYER_BITS_ANY                        (PLAYER_BITS_1 | \
+                                        PLAYER_BITS_2 | \
+                                        PLAYER_BITS_3 | \
+                                        PLAYER_BITS_4)
+#define PLAYER_BITS_TRIGGER            (1 << 4)
+
+/* values for move directions (bits 0 - 3: basic move directions) */
+#define MV_BIT_PREVIOUS                        4
+#define MV_BIT_TRIGGER                 5
+#define MV_BIT_TRIGGER_BACK            6
+#define MV_BIT_NORMAL                  MV_BIT_TRIGGER
+#define MV_BIT_REVERSE                 MV_BIT_TRIGGER_BACK
+
+#define MV_PREVIOUS                    (1 << MV_BIT_PREVIOUS)
+#define MV_TRIGGER                     (1 << MV_BIT_TRIGGER)
+#define MV_TRIGGER_BACK                        (1 << MV_BIT_TRIGGER_BACK)
+#define MV_NORMAL                      (1 << MV_BIT_NORMAL)
+#define MV_REVERSE                     (1 << MV_BIT_REVERSE)
+
+/* values for move stepsize */
+#define STEPSIZE_NOT_MOVING            0
+#define STEPSIZE_VERY_SLOW             1
+#define STEPSIZE_SLOW                  2
+#define STEPSIZE_NORMAL                        4
+#define STEPSIZE_FAST                  8
+#define STEPSIZE_VERY_FAST             16
+#define STEPSIZE_EVEN_FASTER           32
+#define STEPSIZE_SLOWER                        50      /* (symbolic value only) */
+#define STEPSIZE_FASTER                        200     /* (symbolic value only) */
+#define STEPSIZE_RESET                 100     /* (symbolic value only) */
 
 /* values for change side for custom elements */
-#define CH_SIDE_NONE           MV_NO_MOVING
-#define CH_SIDE_LEFT           MV_LEFT
-#define CH_SIDE_RIGHT          MV_RIGHT
-#define CH_SIDE_TOP            MV_UP
-#define CH_SIDE_BOTTOM         MV_DOWN
-#define CH_SIDE_LEFT_RIGHT     MV_HORIZONTAL
-#define CH_SIDE_TOP_BOTTOM     MV_VERTICAL
-#define CH_SIDE_ANY            MV_ANY_DIRECTION
+#define CH_SIDE_NONE                   MV_NONE
+#define CH_SIDE_LEFT                   MV_LEFT
+#define CH_SIDE_RIGHT                  MV_RIGHT
+#define CH_SIDE_TOP                    MV_UP
+#define CH_SIDE_BOTTOM                 MV_DOWN
+#define CH_SIDE_LEFT_RIGHT             MV_HORIZONTAL
+#define CH_SIDE_TOP_BOTTOM             MV_VERTICAL
+#define CH_SIDE_ANY                    MV_ANY_DIRECTION
 
 /* values for change player for custom elements */
-#define CH_PLAYER_NONE         0
-#define CH_PLAYER_1            (1 << 0)
-#define CH_PLAYER_2            (1 << 1)
-#define CH_PLAYER_3            (1 << 2)
-#define CH_PLAYER_4            (1 << 3)
-#define CH_PLAYER_ANY          (CH_PLAYER_1 | CH_PLAYER_2 | CH_PLAYER_3 | \
-                                CH_PLAYER_4)
+#define CH_PLAYER_NONE                 PLAYER_BITS_NONE
+#define CH_PLAYER_1                    PLAYER_BITS_1
+#define CH_PLAYER_2                    PLAYER_BITS_2
+#define CH_PLAYER_3                    PLAYER_BITS_3
+#define CH_PLAYER_4                    PLAYER_BITS_4
+#define CH_PLAYER_ANY                  PLAYER_BITS_ANY
 
 /* values for change page for custom elements */
-#define CH_PAGE_ANY_FILE       (0xff)
-#define CH_PAGE_ANY            (0xffffffff)
+#define CH_PAGE_ANY_FILE               (0xff)
+#define CH_PAGE_ANY                    (0xffffffff)
 
 /* values for change power for custom elements */
-#define CP_WHEN_EMPTY          0
-#define CP_WHEN_DIGGABLE       1
-#define CP_WHEN_DESTRUCTIBLE   2
-#define CP_WHEN_COLLECTIBLE    3
-#define CP_WHEN_REMOVABLE      4
-#define CP_WHEN_WALKABLE       5
+#define CP_WHEN_EMPTY                  0
+#define CP_WHEN_DIGGABLE               1
+#define CP_WHEN_DESTRUCTIBLE           2
+#define CP_WHEN_COLLECTIBLE            3
+#define CP_WHEN_REMOVABLE              4
+#define CP_WHEN_WALKABLE               5
+
+/* values for change actions for custom elements */
+#define CA_NO_ACTION                   0
+#define CA_EXIT_PLAYER                 1
+#define CA_KILL_PLAYER                 2
+#define CA_MOVE_PLAYER                 3
+#define CA_RESTART_LEVEL               4
+#define CA_SHOW_ENVELOPE               5
+#define CA_SET_LEVEL_TIME              6
+#define CA_SET_LEVEL_GEMS              7
+#define CA_SET_LEVEL_SCORE             8
+#define CA_SET_LEVEL_WIND              9
+#define CA_SET_LEVEL_GRAVITY           10
+#define CA_SET_PLAYER_KEYS             11
+#define CA_SET_PLAYER_SPEED            12
+#define CA_SET_PLAYER_SHIELD           13
+#define CA_SET_PLAYER_ARTWORK          14
+#define CA_SET_CE_SCORE                        15
+#define CA_SET_CE_VALUE                        16
+#define CA_SET_ENGINE_SCAN_MODE                17
+
+#define CA_HEADLINE_LEVEL_ACTIONS      250
+#define CA_HEADLINE_PLAYER_ACTIONS     251
+#define CA_HEADLINE_CE_ACTIONS         252
+#define CA_HEADLINE_ENGINE_ACTIONS     253
+#define CA_UNDEFINED                   255
+
+/* values for change action mode for custom elements */
+#define CA_MODE_UNDEFINED              0
+#define CA_MODE_SET                    1
+#define CA_MODE_ADD                    2
+#define CA_MODE_SUBTRACT               3
+#define CA_MODE_MULTIPLY               4
+#define CA_MODE_DIVIDE                 5
+#define CA_MODE_MODULO                 6
+
+/* values for change action parameters for custom elements */
+#define CA_ARG_MIN                     0
+#define CA_ARG_0                       0
+#define CA_ARG_1                       1
+#define CA_ARG_2                       2
+#define CA_ARG_3                       3
+#define CA_ARG_4                       4
+#define CA_ARG_5                       5
+#define CA_ARG_6                       6
+#define CA_ARG_7                       7
+#define CA_ARG_8                       8
+#define CA_ARG_9                       9
+#define CA_ARG_10                      10
+#define CA_ARG_100                     100
+#define CA_ARG_1000                    1000
+#define CA_ARG_MAX                     9999
+#define CA_ARG_PLAYER                  10000
+#define CA_ARG_PLAYER_1                        (CA_ARG_PLAYER + PLAYER_BITS_1)
+#define CA_ARG_PLAYER_2                        (CA_ARG_PLAYER + PLAYER_BITS_2)
+#define CA_ARG_PLAYER_3                        (CA_ARG_PLAYER + PLAYER_BITS_3)
+#define CA_ARG_PLAYER_4                        (CA_ARG_PLAYER + PLAYER_BITS_4)
+#define CA_ARG_PLAYER_ANY              (CA_ARG_PLAYER + PLAYER_BITS_ANY)
+#define CA_ARG_PLAYER_TRIGGER          (CA_ARG_PLAYER + PLAYER_BITS_TRIGGER)
+#define CA_ARG_PLAYER_HEADLINE         (CA_ARG_PLAYER + 999)
+#define CA_ARG_NUMBER                  11000
+#define CA_ARG_NUMBER_MIN              (CA_ARG_NUMBER + 0)
+#define CA_ARG_NUMBER_MAX              (CA_ARG_NUMBER + 1)
+#define CA_ARG_NUMBER_RESET            (CA_ARG_NUMBER + 2)
+#define CA_ARG_NUMBER_CE_SCORE         (CA_ARG_NUMBER + 3)
+#define CA_ARG_NUMBER_CE_VALUE         (CA_ARG_NUMBER + 4)
+#define CA_ARG_NUMBER_CE_DELAY         (CA_ARG_NUMBER + 5)
+#define CA_ARG_NUMBER_LEVEL_TIME       (CA_ARG_NUMBER + 6)
+#define CA_ARG_NUMBER_LEVEL_GEMS       (CA_ARG_NUMBER + 7)
+#define CA_ARG_NUMBER_LEVEL_SCORE      (CA_ARG_NUMBER + 8)
+#define CA_ARG_NUMBER_HEADLINE         (CA_ARG_NUMBER + 999)
+#define CA_ARG_ELEMENT                 12000
+#define CA_ARG_ELEMENT_RESET           (CA_ARG_ELEMENT + 0)
+#define CA_ARG_ELEMENT_TARGET          (CA_ARG_ELEMENT + 1)
+#define CA_ARG_ELEMENT_TRIGGER         (CA_ARG_ELEMENT + 2)
+#define CA_ARG_ELEMENT_HEADLINE                (CA_ARG_ELEMENT + 999)
+#define CA_ARG_SPEED                   13000
+#define CA_ARG_SPEED_NOT_MOVING                (CA_ARG_SPEED + STEPSIZE_NOT_MOVING)
+#define CA_ARG_SPEED_VERY_SLOW         (CA_ARG_SPEED + STEPSIZE_VERY_SLOW)
+#define CA_ARG_SPEED_SLOW              (CA_ARG_SPEED + STEPSIZE_SLOW)
+#define CA_ARG_SPEED_NORMAL            (CA_ARG_SPEED + STEPSIZE_NORMAL)
+#define CA_ARG_SPEED_FAST              (CA_ARG_SPEED + STEPSIZE_FAST)
+#define CA_ARG_SPEED_VERY_FAST         (CA_ARG_SPEED + STEPSIZE_VERY_FAST)
+#define CA_ARG_SPEED_EVEN_FASTER       (CA_ARG_SPEED + STEPSIZE_EVEN_FASTER)
+#define CA_ARG_SPEED_SLOWER            (CA_ARG_SPEED + STEPSIZE_SLOWER)
+#define CA_ARG_SPEED_FASTER            (CA_ARG_SPEED + STEPSIZE_FASTER)
+#define CA_ARG_SPEED_RESET             (CA_ARG_SPEED + STEPSIZE_RESET)
+#define CA_ARG_SPEED_HEADLINE          (CA_ARG_SPEED + 999)
+#define CA_ARG_GRAVITY                 14000
+#define CA_ARG_GRAVITY_OFF             (CA_ARG_GRAVITY + 0)
+#define CA_ARG_GRAVITY_ON              (CA_ARG_GRAVITY + 1)
+#define CA_ARG_GRAVITY_TOGGLE          (CA_ARG_GRAVITY + 2)
+#define CA_ARG_GRAVITY_HEADLINE                (CA_ARG_GRAVITY + 999)
+#define CA_ARG_DIRECTION               15000
+#define CA_ARG_DIRECTION_NONE          (CA_ARG_DIRECTION + MV_NONE)
+#define CA_ARG_DIRECTION_LEFT          (CA_ARG_DIRECTION + MV_LEFT)
+#define CA_ARG_DIRECTION_RIGHT         (CA_ARG_DIRECTION + MV_RIGHT)
+#define CA_ARG_DIRECTION_UP            (CA_ARG_DIRECTION + MV_UP)
+#define CA_ARG_DIRECTION_DOWN          (CA_ARG_DIRECTION + MV_DOWN)
+#define CA_ARG_DIRECTION_TRIGGER       (CA_ARG_DIRECTION + MV_TRIGGER)
+#define CA_ARG_DIRECTION_TRIGGER_BACK  (CA_ARG_DIRECTION + MV_TRIGGER_BACK)
+#define CA_ARG_DIRECTION_HEADLINE      (CA_ARG_DIRECTION + 999)
+#define CA_ARG_SHIELD                  16000
+#define CA_ARG_SHIELD_OFF              (CA_ARG_SHIELD + 0)
+#define CA_ARG_SHIELD_NORMAL           (CA_ARG_SHIELD + 1)
+#define CA_ARG_SHIELD_DEADLY           (CA_ARG_SHIELD + 2)
+#define CA_ARG_SHIELD_HEADLINE         (CA_ARG_SHIELD + 999)
+#define CA_ARG_SCAN_MODE               17000
+#define CA_ARG_SCAN_MODE_NORMAL                (CA_ARG_SCAN_MODE + MV_NORMAL)
+#define CA_ARG_SCAN_MODE_REVERSE       (CA_ARG_SCAN_MODE + MV_REVERSE)
+#define CA_ARG_SCAN_MODE_HEADLINE      (CA_ARG_SCAN_MODE + 999)
+#define CA_ARG_UNDEFINED               65535
 
 /* values for custom move patterns (bits 0 - 3: basic move directions) */
-#define MV_BIT_TOWARDS_PLAYER  4
-#define MV_BIT_AWAY_FROM_PLAYER        5
-#define MV_BIT_ALONG_LEFT_SIDE 6
-#define MV_BIT_ALONG_RIGHT_SIDE        7
-#define MV_BIT_TURNING_LEFT    8
-#define MV_BIT_TURNING_RIGHT   9
-#define MV_BIT_WHEN_PUSHED     10
-#define MV_BIT_MAZE_RUNNER     11
-#define MV_BIT_MAZE_HUNTER     12
-#define MV_BIT_WHEN_DROPPED    13
-#define MV_BIT_TURNING_LEFT_RIGHT 14
-#define MV_BIT_TURNING_RIGHT_LEFT 15
-#define MV_BIT_TURNING_RANDOM  16
+#define MV_BIT_TOWARDS_PLAYER          4
+#define MV_BIT_AWAY_FROM_PLAYER                5
+#define MV_BIT_ALONG_LEFT_SIDE         6
+#define MV_BIT_ALONG_RIGHT_SIDE                7
+#define MV_BIT_TURNING_LEFT            8
+#define MV_BIT_TURNING_RIGHT           9
+#define MV_BIT_WHEN_PUSHED             10
+#define MV_BIT_MAZE_RUNNER             11
+#define MV_BIT_MAZE_HUNTER             12
+#define MV_BIT_WHEN_DROPPED            13
+#define MV_BIT_TURNING_LEFT_RIGHT      14
+#define MV_BIT_TURNING_RIGHT_LEFT      15
+#define MV_BIT_TURNING_RANDOM          16
+#define MV_BIT_WIND_DIRECTION          17
 
 /* values for custom move patterns */
-#define MV_TOWARDS_PLAYER      (1 << MV_BIT_TOWARDS_PLAYER)
-#define MV_AWAY_FROM_PLAYER    (1 << MV_BIT_AWAY_FROM_PLAYER)
-#define MV_ALONG_LEFT_SIDE     (1 << MV_BIT_ALONG_LEFT_SIDE)
-#define MV_ALONG_RIGHT_SIDE    (1 << MV_BIT_ALONG_RIGHT_SIDE)
-#define MV_TURNING_LEFT                (1 << MV_BIT_TURNING_LEFT)
-#define MV_TURNING_RIGHT       (1 << MV_BIT_TURNING_RIGHT)
-#define MV_WHEN_PUSHED         (1 << MV_BIT_WHEN_PUSHED)
-#define MV_MAZE_RUNNER         (1 << MV_BIT_MAZE_RUNNER)
-#define MV_MAZE_HUNTER         (1 << MV_BIT_MAZE_HUNTER)
-#define MV_MAZE_RUNNER_STYLE   (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
-#define MV_WHEN_DROPPED                (1 << MV_BIT_WHEN_DROPPED)
-#define MV_TURNING_LEFT_RIGHT  (1 << MV_BIT_TURNING_LEFT_RIGHT)
-#define MV_TURNING_RIGHT_LEFT  (1 << MV_BIT_TURNING_RIGHT_LEFT)
-#define MV_TURNING_RANDOM      (1 << MV_BIT_TURNING_RANDOM)
-
-/* values for initial move direction (bits 0 - 3: basic move directions) */
-#define MV_START_BIT_PREVIOUS  4
+#define MV_TOWARDS_PLAYER              (1 << MV_BIT_TOWARDS_PLAYER)
+#define MV_AWAY_FROM_PLAYER            (1 << MV_BIT_AWAY_FROM_PLAYER)
+#define MV_ALONG_LEFT_SIDE             (1 << MV_BIT_ALONG_LEFT_SIDE)
+#define MV_ALONG_RIGHT_SIDE            (1 << MV_BIT_ALONG_RIGHT_SIDE)
+#define MV_TURNING_LEFT                        (1 << MV_BIT_TURNING_LEFT)
+#define MV_TURNING_RIGHT               (1 << MV_BIT_TURNING_RIGHT)
+#define MV_WHEN_PUSHED                 (1 << MV_BIT_WHEN_PUSHED)
+#define MV_MAZE_RUNNER                 (1 << MV_BIT_MAZE_RUNNER)
+#define MV_MAZE_HUNTER                 (1 << MV_BIT_MAZE_HUNTER)
+#define MV_MAZE_RUNNER_STYLE           (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
+#define MV_WHEN_DROPPED                        (1 << MV_BIT_WHEN_DROPPED)
+#define MV_TURNING_LEFT_RIGHT          (1 << MV_BIT_TURNING_LEFT_RIGHT)
+#define MV_TURNING_RIGHT_LEFT          (1 << MV_BIT_TURNING_RIGHT_LEFT)
+#define MV_TURNING_RANDOM              (1 << MV_BIT_TURNING_RANDOM)
+#define MV_WIND_DIRECTION              (1 << MV_BIT_WIND_DIRECTION)
 
 /* values for initial move direction */
-#define MV_START_AUTOMATIC     (MV_NO_MOVING)
-#define MV_START_LEFT          (MV_LEFT)
-#define MV_START_RIGHT         (MV_RIGHT)
-#define MV_START_UP            (MV_UP)
-#define MV_START_DOWN          (MV_DOWN)
-#define MV_START_RANDOM                (MV_ALL_DIRECTIONS)
-#define MV_START_PREVIOUS      (1 << MV_START_BIT_PREVIOUS)
+#define MV_START_NONE                  (MV_NONE)
+#define MV_START_AUTOMATIC             (MV_NONE)
+#define MV_START_LEFT                  (MV_LEFT)
+#define MV_START_RIGHT                 (MV_RIGHT)
+#define MV_START_UP                    (MV_UP)
+#define MV_START_DOWN                  (MV_DOWN)
+#define MV_START_RANDOM                        (MV_ALL_DIRECTIONS)
+#define MV_START_PREVIOUS              (MV_PREVIOUS)
 
 /* values for elements left behind by custom elements */
-#define LEAVE_TYPE_UNLIMITED   0
-#define LEAVE_TYPE_LIMITED     1
+#define LEAVE_TYPE_UNLIMITED           0
+#define LEAVE_TYPE_LIMITED             1
 
 /* values for slippery property for custom elements */
-#define SLIPPERY_ANY_RANDOM    0
-#define SLIPPERY_ANY_LEFT_RIGHT        1
-#define SLIPPERY_ANY_RIGHT_LEFT        2
-#define SLIPPERY_ONLY_LEFT     3
-#define SLIPPERY_ONLY_RIGHT    4
+#define SLIPPERY_ANY_RANDOM            0
+#define SLIPPERY_ANY_LEFT_RIGHT                1
+#define SLIPPERY_ANY_RIGHT_LEFT                2
+#define SLIPPERY_ONLY_LEFT             3
+#define SLIPPERY_ONLY_RIGHT            4
 
 /* values for explosion type for custom elements */
-#define EXPLODES_3X3           0
-#define EXPLODES_1X1           1
-#define EXPLODES_CROSS         2
+#define EXPLODES_3X3                   0
+#define EXPLODES_1X1                   1
+#define EXPLODES_CROSS                 2
 
 /* macros for configurable properties */
 #define IS_DIGGABLE(e)         HAS_PROPERTY(e, EP_DIGGABLE)
 #define IS_KEYGATE(e)          HAS_PROPERTY(e, EP_KEYGATE)
 #define IS_AMOEBOID(e)         HAS_PROPERTY(e, EP_AMOEBOID)
 #define IS_AMOEBALIVE(e)       HAS_PROPERTY(e, EP_AMOEBALIVE)
-#define HAS_CONTENT(e)         HAS_PROPERTY(e, EP_HAS_CONTENT)
+#define HAS_EDITOR_CONTENT(e)  HAS_PROPERTY(e, EP_HAS_EDITOR_CONTENT)
 #define CAN_TURN_EACH_MOVE(e)  HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE)
 #define CAN_GROW(e)            HAS_PROPERTY(e, EP_CAN_GROW)
 #define IS_ACTIVE_BOMB(e)      HAS_PROPERTY(e, EP_ACTIVE_BOMB)
 #define COULD_MOVE_INTO_ACID(e)        HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
 #define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
 
+#define IS_EDITOR_CASCADE(e)   HAS_PROPERTY(e, EP_EDITOR_CASCADE)
+#define IS_EDITOR_CASCADE_ACTIVE(e)    \
+                               HAS_PROPERTY(e, EP_EDITOR_CASCADE_ACTIVE)
+#define IS_EDITOR_CASCADE_INACTIVE(e)  \
+                               HAS_PROPERTY(e, EP_EDITOR_CASCADE_INACTIVE)
+
+#define HAS_ACTION(e)          HAS_PROPERTY(e, EP_HAS_ACTION)
+#define CAN_CHANGE_OR_HAS_ACTION(e)    \
+                               HAS_PROPERTY(e, EP_CAN_CHANGE_OR_HAS_ACTION)
+
 /* special macros used in game engine */
 #define IS_CUSTOM_ELEMENT(e)   ((e) >= EL_CUSTOM_START &&              \
                                 (e) <= EL_CUSTOM_END)
 
 #define IS_RND_GATE_GRAY(e)    ((e) >= EL_GATE_1_GRAY &&               \
                                 (e) <= EL_GATE_4_GRAY)
+#define IS_RND_GATE_GRAY_ACTIVE(e) ((e) >= EL_GATE_1_GRAY_ACTIVE &&    \
+                                (e) <= EL_GATE_4_GRAY_ACTIVE)
 #define IS_EM_GATE_GRAY(e)     ((e) >= EL_EM_GATE_1_GRAY &&            \
                                 (e) <= EL_EM_GATE_4_GRAY)
+#define IS_EM_GATE_GRAY_ACTIVE(e) ((e) >= EL_EM_GATE_1_GRAY_ACTIVE &&  \
+                                (e) <= EL_EM_GATE_4_GRAY_ACTIVE)
 #define IS_EMC_GATE_GRAY(e)    ((e) >= EL_EMC_GATE_5_GRAY &&           \
                                 (e) <= EL_EMC_GATE_8_GRAY)
+#define IS_EMC_GATE_GRAY_ACTIVE(e) ((e) >= EL_EMC_GATE_5_GRAY_ACTIVE &&        \
+                                (e) <= EL_EMC_GATE_8_GRAY_ACTIVE)
 #define IS_GATE_GRAY(e)                (IS_RND_GATE_GRAY(e) ||                 \
                                 IS_EM_GATE_GRAY(e) ||                  \
                                 IS_EMC_GATE_GRAY(e))
+#define IS_GATE_GRAY_ACTIVE(e) (IS_RND_GATE_GRAY_ACTIVE(e) ||          \
+                                IS_EM_GATE_GRAY_ACTIVE(e) ||           \
+                                IS_EMC_GATE_GRAY_ACTIVE(e))
 #define RND_GATE_GRAY_NR(e)    ((e) - EL_GATE_1_GRAY)
+#define RND_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_GATE_1_GRAY_ACTIVE)
 #define EM_GATE_GRAY_NR(e)     ((e) - EL_EM_GATE_1_GRAY)
+#define EM_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_EM_GATE_1_GRAY_ACTIVE)
 #define EMC_GATE_GRAY_NR(e)    ((e) - EL_EMC_GATE_5_GRAY + 4)
+#define EMC_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_EMC_GATE_5_GRAY_ACTIVE + 4)
 #define GATE_GRAY_NR(e)                (IS_RND_GATE_GRAY(e) ? RND_GATE_GRAY_NR(e) :  \
                                 IS_EM_GATE_GRAY(e) ?  EM_GATE_GRAY_NR(e) :   \
                                 IS_EMC_GATE_GRAY(e) ? EMC_GATE_GRAY_NR(e) : 0)
 #define PLAYERINFO(x,y)                (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
 #define SHIELD_ON(p)           ((p)->shield_normal_time_left > 0)
 
-#if 1
-
 #define ENEMY_PROTECTED_FIELD(x,y)     (IS_PROTECTED(Feld[x][y]) ||       \
                                         IS_PROTECTED(Back[x][y]))
 #define EXPLOSION_PROTECTED_FIELD(x,y)  (IS_EXPLOSION_PROOF(Feld[x][y]))
 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) ||           \
                                         EXPLOSION_PROTECTED_FIELD(x, y))
 
-#else
-
-#define PROTECTED_FIELD(x,y)   (IS_ACCESSIBLE_INSIDE(Feld[x][y]) &&    \
-                                IS_INDESTRUCTIBLE(Feld[x][y]))
-#define PLAYER_ENEMY_PROTECTED(x,y)    (SHIELD_ON(PLAYERINFO(x, y)) || \
-                                PROTECTED_FIELD(x, y))
-#define PLAYER_EXPLOSION_PROTECTED(x,y)        (SHIELD_ON(PLAYERINFO(x, y)) || \
-                                PROTECTED_FIELD(x, y))
-#endif
-
 #define PLAYER_SWITCHING(p,x,y)        ((p)->is_switching &&                   \
                                 (p)->switch_x == (x) && (p)->switch_y == (y))
 
 
 #define PLAYER_NR_GFX(g,i)     ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
 
+#define GET_PLAYER_ELEMENT(e)  ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? \
+                                (e) : EL_PLAYER_1)
+
+#define GET_PLAYER_NR(e)       (GET_PLAYER_ELEMENT(e) - EL_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_LOOP_SOUND(s)       (sound_info[s].loop)
 
+#define EL_CASCADE_ACTIVE(e)   (IS_EDITOR_CASCADE_INACTIVE(e) ? (e) + 1 : (e))
+#define EL_CASCADE_INACTIVE(e) (IS_EDITOR_CASCADE_ACTIVE(e)   ? (e) - 1 : (e))
+#define EL_CASCADE_TOGGLE(e)   (IS_EDITOR_CASCADE_INACTIVE(e) ? (e) + 1 :    \
+                                IS_EDITOR_CASCADE_ACTIVE(e)   ? (e) - 1 : (e))
+
+#define EL_NAME(e)             (element_info[e].token_name)
 
 /* fundamental game speed values */
 #define ONE_SECOND_DELAY       1000    /* delay value for one second */
 #define MAX_CHANGE_PAGES       32
 #define MIN_ELEMENTS_IN_GROUP  1
 #define MAX_ELEMENTS_IN_GROUP  16
+#define MIN_ANDROID_ELEMENTS   1
+#define MAX_ANDROID_ELEMENTS   16
 
 /* values for elements with content */
 #define MIN_ELEMENT_CONTENTS   1
 #define STD_ELEMENT_CONTENTS   4
 #define MAX_ELEMENT_CONTENTS   8
-#define NUM_MAGIC_BALL_CONTENTS        8
 
 #define LEVEL_SCORE_ELEMENTS   16      /* level elements with score */
 
 #define EL_BD_MAGIC_WALL_EMPTYING      (EL_FIRST_RUNTIME_REAL + 42)
 #define EL_MAGIC_WALL_DEAD             (EL_FIRST_RUNTIME_REAL + 43)
 #define EL_BD_MAGIC_WALL_DEAD          (EL_FIRST_RUNTIME_REAL + 44)
+#define EL_EMC_FAKE_GRASS_ACTIVE       (EL_FIRST_RUNTIME_REAL + 45)
+#define EL_GATE_1_GRAY_ACTIVE          (EL_FIRST_RUNTIME_REAL + 46)
+#define EL_GATE_2_GRAY_ACTIVE          (EL_FIRST_RUNTIME_REAL + 47)
+#define EL_GATE_3_GRAY_ACTIVE          (EL_FIRST_RUNTIME_REAL + 48)
+#define EL_GATE_4_GRAY_ACTIVE          (EL_FIRST_RUNTIME_REAL + 49)
+#define EL_EM_GATE_1_GRAY_ACTIVE       (EL_FIRST_RUNTIME_REAL + 50)
+#define EL_EM_GATE_2_GRAY_ACTIVE       (EL_FIRST_RUNTIME_REAL + 51)
+#define EL_EM_GATE_3_GRAY_ACTIVE       (EL_FIRST_RUNTIME_REAL + 52)
+#define EL_EM_GATE_4_GRAY_ACTIVE       (EL_FIRST_RUNTIME_REAL + 53)
+#define EL_EMC_GATE_5_GRAY_ACTIVE      (EL_FIRST_RUNTIME_REAL + 54)
+#define EL_EMC_GATE_6_GRAY_ACTIVE      (EL_FIRST_RUNTIME_REAL + 55)
+#define EL_EMC_GATE_7_GRAY_ACTIVE      (EL_FIRST_RUNTIME_REAL + 56)
+#define EL_EMC_GATE_8_GRAY_ACTIVE      (EL_FIRST_RUNTIME_REAL + 57)
+#define EL_EMC_DRIPPER_ACTIVE          (EL_FIRST_RUNTIME_REAL + 58)
 
 /* "unreal" (and therefore not drawable) runtime elements */
-#define EL_FIRST_RUNTIME_UNREAL                (EL_FIRST_RUNTIME_REAL + 45)
+#define EL_FIRST_RUNTIME_UNREAL                (EL_FIRST_RUNTIME_REAL + 59)
 
 #define EL_BLOCKED                     (EL_FIRST_RUNTIME_UNREAL + 0)
 #define EL_EXPLOSION                   (EL_FIRST_RUNTIME_UNREAL + 1)
 #define EL_QUICKSAND_FILLING           (EL_FIRST_RUNTIME_UNREAL + 15)
 #define EL_MAGIC_WALL_FILLING          (EL_FIRST_RUNTIME_UNREAL + 16)
 #define EL_BD_MAGIC_WALL_FILLING       (EL_FIRST_RUNTIME_UNREAL + 17)
+#define EL_ELEMENT_SNAPPING            (EL_FIRST_RUNTIME_UNREAL + 18)
 
 /* dummy elements (never used as game elements, only used as graphics) */
-#define EL_FIRST_DUMMY                 (EL_FIRST_RUNTIME_UNREAL + 18)
+#define EL_FIRST_DUMMY                 (EL_FIRST_RUNTIME_UNREAL + 19)
 
 #define EL_STEELWALL_TOPLEFT           (EL_FIRST_DUMMY + 0)
 #define EL_STEELWALL_TOPRIGHT          (EL_FIRST_DUMMY + 1)
 #define EL_INTERNAL_CLIPBOARD_GROUP    (EL_FIRST_INTERNAL + 2)
 #define EL_INTERNAL_DUMMY              (EL_FIRST_INTERNAL + 3)
 
+#define EL_INTERNAL_CASCADE_BD                 (EL_FIRST_INTERNAL + 4)
+#define EL_INTERNAL_CASCADE_BD_ACTIVE          (EL_FIRST_INTERNAL + 5)
+#define EL_INTERNAL_CASCADE_EM                 (EL_FIRST_INTERNAL + 6)
+#define EL_INTERNAL_CASCADE_EM_ACTIVE          (EL_FIRST_INTERNAL + 7)
+#define EL_INTERNAL_CASCADE_EMC                        (EL_FIRST_INTERNAL + 8)
+#define EL_INTERNAL_CASCADE_EMC_ACTIVE         (EL_FIRST_INTERNAL + 9)
+#define EL_INTERNAL_CASCADE_RND                        (EL_FIRST_INTERNAL + 10)
+#define EL_INTERNAL_CASCADE_RND_ACTIVE         (EL_FIRST_INTERNAL + 11)
+#define EL_INTERNAL_CASCADE_SB                 (EL_FIRST_INTERNAL + 12)
+#define EL_INTERNAL_CASCADE_SB_ACTIVE          (EL_FIRST_INTERNAL + 13)
+#define EL_INTERNAL_CASCADE_SP                 (EL_FIRST_INTERNAL + 14)
+#define EL_INTERNAL_CASCADE_SP_ACTIVE          (EL_FIRST_INTERNAL + 15)
+#define EL_INTERNAL_CASCADE_DC                 (EL_FIRST_INTERNAL + 16)
+#define EL_INTERNAL_CASCADE_DC_ACTIVE          (EL_FIRST_INTERNAL + 17)
+#define EL_INTERNAL_CASCADE_DX                 (EL_FIRST_INTERNAL + 18)
+#define EL_INTERNAL_CASCADE_DX_ACTIVE          (EL_FIRST_INTERNAL + 19)
+#define EL_INTERNAL_CASCADE_CHARS              (EL_FIRST_INTERNAL + 20)
+#define EL_INTERNAL_CASCADE_CHARS_ACTIVE       (EL_FIRST_INTERNAL + 21)
+#define EL_INTERNAL_CASCADE_CE                 (EL_FIRST_INTERNAL + 22)
+#define EL_INTERNAL_CASCADE_CE_ACTIVE          (EL_FIRST_INTERNAL + 23)
+#define EL_INTERNAL_CASCADE_GE                 (EL_FIRST_INTERNAL + 24)
+#define EL_INTERNAL_CASCADE_GE_ACTIVE          (EL_FIRST_INTERNAL + 25)
+#define EL_INTERNAL_CASCADE_USER               (EL_FIRST_INTERNAL + 26)
+#define EL_INTERNAL_CASCADE_USER_ACTIVE                (EL_FIRST_INTERNAL + 27)
+#define EL_INTERNAL_CASCADE_GENERIC            (EL_FIRST_INTERNAL + 28)
+#define EL_INTERNAL_CASCADE_GENERIC_ACTIVE     (EL_FIRST_INTERNAL + 29)
+#define EL_INTERNAL_CASCADE_DYNAMIC            (EL_FIRST_INTERNAL + 30)
+#define EL_INTERNAL_CASCADE_DYNAMIC_ACTIVE     (EL_FIRST_INTERNAL + 31)
+
 #define EL_INTERNAL_CLIPBOARD_START    (EL_FIRST_INTERNAL + 0)
 #define EL_INTERNAL_CLIPBOARD_END      (EL_FIRST_INTERNAL + 2)
 #define EL_INTERNAL_START              (EL_FIRST_INTERNAL + 0)
-#define EL_INTERNAL_END                        (EL_FIRST_INTERNAL + 3)
+#define EL_INTERNAL_END                        (EL_FIRST_INTERNAL + 31)
 
-#define MAX_NUM_ELEMENTS               (EL_FIRST_INTERNAL + 4)
+#define MAX_NUM_ELEMENTS               (EL_FIRST_INTERNAL + 32)
 
 
 /* values for graphics/sounds action types */
 #define ACTION_SLURPED_BY_SPRING       49
 #define ACTION_TWINKLING               50
 #define ACTION_SPLASHING               51
-#define ACTION_OTHER                   52
-
-#define NUM_ACTIONS                    53
+#define ACTION_PAGE_1                  52
+#define ACTION_PAGE_2                  53
+#define ACTION_PAGE_3                  54
+#define ACTION_PAGE_4                  55
+#define ACTION_PAGE_5                  56
+#define ACTION_PAGE_6                  57
+#define ACTION_PAGE_7                  58
+#define ACTION_PAGE_8                  59
+#define ACTION_PAGE_9                  60
+#define ACTION_PAGE_10                 61
+#define ACTION_PAGE_11                 62
+#define ACTION_PAGE_12                 63
+#define ACTION_PAGE_13                 64
+#define ACTION_PAGE_14                 65
+#define ACTION_PAGE_15                 66
+#define ACTION_PAGE_16                 67
+#define ACTION_PAGE_17                 68
+#define ACTION_PAGE_18                 69
+#define ACTION_PAGE_19                 70
+#define ACTION_PAGE_20                 71
+#define ACTION_PAGE_21                 72
+#define ACTION_PAGE_22                 73
+#define ACTION_PAGE_23                 74
+#define ACTION_PAGE_24                 75
+#define ACTION_PAGE_25                 76
+#define ACTION_PAGE_26                 77
+#define ACTION_PAGE_27                 78
+#define ACTION_PAGE_28                 79
+#define ACTION_PAGE_29                 80
+#define ACTION_PAGE_30                 81
+#define ACTION_PAGE_31                 82
+#define ACTION_PAGE_32                 83
+#define ACTION_OTHER                   84
+
+#define NUM_ACTIONS                    85
 
 #define ACTION_BORING_LAST             ACTION_BORING_10
 #define ACTION_SLEEPING_LAST           ACTION_SLEEPING_3
 #define GFX_ARG_POST_DELAY_RANDOM      35
 #define GFX_ARG_NAME                   36
 #define GFX_ARG_SCALE_UP_FACTOR                37
+#define GFX_ARG_CLONE_FROM             38
 
-#define NUM_GFX_ARGS                   38
+#define NUM_GFX_ARGS                   39
 
 
 /* values for sound configuration suffixes */
 
 
 /* program information and versioning definitions */
-
-#define RELEASE_312                    TRUE
-
 #define PROGRAM_VERSION_MAJOR          3
-#define PROGRAM_VERSION_MINOR          1
-#define PROGRAM_VERSION_PATCH          2
-#define PROGRAM_VERSION_BUILD          0
+#define PROGRAM_VERSION_MINOR          2
+#define PROGRAM_VERSION_PATCH          0
+#define PROGRAM_VERSION_BUILD          7
 
 #define PROGRAM_TITLE_STRING           "Rocks'n'Diamonds"
 #define PROGRAM_AUTHOR_STRING          "Holger Schemel"
-#define PROGRAM_COPYRIGHT_STRING       "Copyright ©1995-2006 by Holger Schemel"
+#define PROGRAM_COPYRIGHT_STRING       "Copyright ©1995-2005 by Holger Schemel"
 
 #define ICON_TITLE_STRING              PROGRAM_TITLE_STRING
 #define COOKIE_PREFIX                  "ROCKSNDIAMONDS"
@@ -1494,6 +1730,11 @@ struct HiScore
   int Score;
 };
 
+struct Content
+{
+  int e[3][3];
+};
+
 struct PlayerInfo
 {
   boolean present;             /* player present in level playfield */
@@ -1518,7 +1759,8 @@ struct PlayerInfo
 
   int GfxAction;
 
-  boolean use_murphy_graphic;
+  boolean use_murphy;
+  int artwork_element;
 
   boolean block_last_field;
   int block_delay_adjustment;  /* needed for different engine versions */
@@ -1542,6 +1784,8 @@ struct PlayerInfo
   boolean is_bored;
   boolean is_sleeping;
 
+  boolean cannot_move;
+
   int frame_counter_bored;
   int frame_counter_sleeping;
 
@@ -1560,23 +1804,13 @@ struct PlayerInfo
 
   int show_envelope;
 
-#if 1  /* USE_NEW_MOVE_DELAY */
   int move_delay;
   int move_delay_value;
-#else
-  unsigned long move_delay;
-  int move_delay_value;
-#endif
-
+  int move_delay_value_next;
   int move_delay_reset_counter;
 
-#if 1  /* USE_NEW_PUSH_DELAY */
   int push_delay;
   int push_delay_value;
-#else
-  unsigned long push_delay;
-  unsigned long push_delay_value;
-#endif
 
   unsigned long actual_frame_counter;
 
@@ -1642,17 +1876,38 @@ struct LevelInfo
 
   int score[LEVEL_SCORE_ELEMENTS];
 
-  int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
+  struct Content yamyam_content[MAX_ELEMENT_CONTENTS];
   int num_yamyam_contents;
 
   int amoeba_speed;
   int amoeba_content;
 
+  int game_of_life[4];
+  int biomaze[4];
+
   int time_magic_wall;
   int time_wheel;
   int time_light;
   int time_timegate;
 
+  int shield_normal_time;
+  int shield_deadly_time;
+
+  int extra_time;
+  int time_orb_time;
+
+  int extra_time_score;
+
+  int start_element[MAX_PLAYERS];
+  boolean use_start_element[MAX_PLAYERS];
+
+  int artwork_element[MAX_PLAYERS];
+  boolean use_artwork_element[MAX_PLAYERS];
+
+  int explosion_element[MAX_PLAYERS];
+  boolean use_explosion_element[MAX_PLAYERS];
+
+#if 1
   /* values for the new EMC elements */
   int android_move_time;
   int android_clone_time;
@@ -1665,28 +1920,34 @@ struct LevelInfo
   int lenses_time;
   int magnify_time;
   int wind_direction_initial;
-  int ball_content[NUM_MAGIC_BALL_CONTENTS][3][3];
+
+  struct Content ball_content[MAX_ELEMENT_CONTENTS];
+  int num_ball_contents;
+
+#if 0
   boolean android_array[16];
+#endif
+  int num_android_clone_elements;
+  int android_clone_element[MAX_ANDROID_ELEMENTS];
+#endif
 
   int can_move_into_acid_bits; /* bitfield to store property for elements */
   int dont_collide_with_bits;  /* bitfield to store property for elements */
 
-  boolean double_speed;
+  int initial_player_stepsize; /* initial player speed */
+
   boolean initial_gravity;
   boolean em_slippery_gems;    /* EM style "gems slip from wall" behaviour */
   boolean use_spring_bug;      /* for compatibility with old levels */
+  boolean use_time_orb_bug;    /* for compatibility with old levels */
   boolean instant_relocation;  /* no visual delay when relocating player */
   boolean can_pass_to_walkable;        /* player can pass to empty or walkable tile */
   boolean grow_into_diggable;  /* amoeba can grow into anything diggable */
 
+  boolean block_snap_field;    /* snapping blocks field to show animation */
   boolean block_last_field;    /* player blocks previous field while moving */
   boolean sp_block_last_field; /* player blocks previous field while moving */
 
-#if 0  /* !!! THIS IS NOT A LEVEL SETTING => LOGIC MOVED TO "game.c" !!! */
-  int block_delay;             /* delay for blocking previous field */
-  int sp_block_delay;          /* delay for blocking previous field */
-#endif
-
   /* ('int' instead of 'boolean' because used as selectbox value in editor) */
   int use_step_counter;                /* count steps instead of seconds for level */
 
@@ -1752,6 +2013,8 @@ struct GameInfo
   /* (for the latest engine version, these flags should always be "FALSE") */
   boolean use_change_when_pushing_bug;
   boolean use_block_last_field_bug;
+  boolean max_num_changes_per_frame;
+  boolean use_reverse_scan_direction;
 
   /* variable within running game */
   int yamyam_content_nr;
@@ -1762,16 +2025,27 @@ struct GameInfo
   int belt_dir[4];
   int belt_dir_nr[4];
   int switchgate_pos;
-  int balloon_dir;
+  int wind_direction;
   boolean gravity;
   boolean explosions_delayed;
   boolean envelope_active;
 
+#if 1
+  /* values for the new EMC elements */
+  int lenses_time_left;
+  int magnify_time_left;
+  boolean ball_state;
+  int ball_content_nr;
+#endif
+
   /* values for player idle animation (no effect on engine) */
   int player_boring_delay_fixed;
   int player_boring_delay_random;
   int player_sleeping_delay_fixed;
   int player_sleeping_delay_random;
+
+  /* values for special game initialization control */
+  boolean restart_level;
 };
 
 struct GlobalInfo
@@ -1794,25 +2068,21 @@ struct ElementChangeInfo
 {
   boolean can_change;          /* use or ignore this change info */
 
-#if 1
   boolean has_event[NUM_CHANGE_EVENTS];                /* change events */
-#else
-  unsigned long events;                /* change events */
-#endif
 
   int trigger_player;          /* player triggering change */
   int trigger_side;            /* side triggering change */
   int trigger_page;            /* page triggering change */
 
-  short target_element;                /* target element after change */
+  int target_element;          /* target element after change */
 
   int delay_fixed;             /* added frame delay before changed (fixed) */
   int delay_random;            /* added frame delay before changed (random) */
   int delay_frames;            /* either 1 (frames) or 50 (seconds; 50 fps) */
 
-  short trigger_element;       /* element triggering change */
+  int trigger_element;         /* element triggering change */
 
-  int target_content[3][3];    /* elements for extended change target */
+  struct Content target_content;/* elements for extended change target */
   boolean use_target_content;  /* use extended change target */
   boolean only_if_complete;    /* only use complete target content */
   boolean use_random_replace;  /* use random value for replacing elements */
@@ -1821,6 +2091,11 @@ struct ElementChangeInfo
 
   boolean explode;             /* explode instead of change */
 
+  boolean has_action;          /* execute action on specified condition */
+  int action_type;             /* type of action */
+  int action_mode;             /* mode of action */
+  int action_arg;              /* parameter of action */
+
   /* ---------- internal values used at runtime when playing ---------- */
 
   /* functions that are called before, while and after the change of an
@@ -1830,7 +2105,11 @@ struct ElementChangeInfo
   void (*post_change_function)(int x, int y);
 
   short actual_trigger_element;        /* element that actually triggered change */
+  int actual_trigger_side;     /* element side that triggered the change */
   int actual_trigger_player;   /* player which actually triggered change */
+  int actual_trigger_ce_value; /* CE value of element that triggered change */
+
+  boolean can_change_or_has_action;    /* can_change | has_action */
 
   /* ---------- internal values used in level editor ---------- */
 
@@ -1841,7 +2120,7 @@ struct ElementChangeInfo
 struct ElementGroupInfo
 {
   int num_elements;                    /* number of elements in this group */
-  short element[MAX_ELEMENTS_IN_GROUP];        /* list of elements in this group */
+  int element[MAX_ELEMENTS_IN_GROUP];  /* list of elements in this group */
 
   int choice_mode;             /* how to choose element from group */
 
@@ -1892,12 +2171,16 @@ struct ElementInfo
   /* ---------- special element property values ---------- */
 
   boolean use_gfx_element;     /* use custom graphic element */
-  short gfx_element;           /* optional custom graphic element */
+  int gfx_element;             /* optional custom graphic element */
 
   int access_direction;                /* accessible from which direction */
 
-  int collect_score;           /* score value for collecting */
-  int collect_count;           /* count value for collecting */
+  int collect_score_initial;   /* initial score value for collecting */
+  int collect_count_initial;   /* initial count value for collecting */
+
+  int ce_value_fixed_initial;  /* initial value for custom variable (fix) */
+  int ce_value_random_initial; /* initial value for custom variable (rnd) */
+  boolean use_last_ce_value;   /* use value from element before change */
 
   int push_delay_fixed;                /* constant delay before pushing */
   int push_delay_random;       /* additional random delay before pushing */
@@ -1916,7 +2199,7 @@ struct ElementInfo
 
   int slippery_type;           /* how/where other elements slip away */
 
-  int content[3][3];           /* new elements after explosion */
+  struct Content content;      /* new elements after explosion */
 
   int explosion_type;          /* type of explosion, like 3x3, 3+3 or 1x1 */
   int explosion_delay;         /* duration of explosion of this element */
@@ -1932,21 +2215,14 @@ struct ElementInfo
 
   /* ---------- internal values used at runtime when playing ---------- */
 
-#if 1
   boolean has_change_event[NUM_CHANGE_EVENTS];
-#else
-  unsigned long change_events; /* bitfield for combined change events */
-#endif
 
   int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
   struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
 
   boolean in_group[NUM_GROUP_ELEMENTS];
 
-#if 0
-  boolean can_leave_element;   /* element can leave other element behind */
-  boolean can_leave_element_last;
-#endif
+  int collect_score;           /* runtime score value for collecting */
 
   /* ---------- internal values used in level editor ---------- */
 
@@ -1978,6 +2254,9 @@ struct FontInfo
 struct GraphicInfo
 {
   Bitmap *bitmap;
+  int src_image_width;         /* scaled bitmap size, but w/o small images */
+  int src_image_height;                /* scaled bitmap size, but w/o small images */
+
   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 */
@@ -1994,6 +2273,7 @@ struct GraphicInfo
   int diggable_like;           /* element for cloning digging graphics */
   int border_size;             /* border size for "crumbled" graphics */
   int scale_up_factor;         /* optional factor for scaling image up */
+  int clone_from;              /* graphic for cloning *all* settings */
 
   int anim_delay_fixed;                /* optional delay values for bored and   */
   int anim_delay_random;       /* sleeping player animations (animation */
@@ -2081,10 +2361,6 @@ struct HelpAnimInfo
 };
 
 
-#if 0
-extern GC                      tile_clip_gc;
-extern Bitmap                 *pix[];
-#endif
 extern Bitmap                 *bitmap_db_field, *bitmap_db_door;
 extern Pixmap                  tile_clipmask[];
 extern DrawBuffer            *fieldbuffer;
@@ -2110,13 +2386,14 @@ extern short                    MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern short                   MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern short                   ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern short                   ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   CustomValue[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                   Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern boolean                 Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern boolean                 Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern boolean                 Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   ChangeCount[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern short                   ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern short                   WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern short                   WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];