#define ACTION_EMPTYING 22
#define ACTION_CHANGING 23
#define ACTION_EXPLODING 24
-#define ACTION_DYING 25
-#define ACTION_OTHER 26
-
-#define NUM_ACTIONS 27
+#define ACTION_BORING 25
+#define ACTION_SLEEPING 26
+#define ACTION_DYING 27
+#define ACTION_TURNING 28
+#define ACTION_TURNING_FROM_LEFT 29
+#define ACTION_TURNING_FROM_RIGHT 30
+#define ACTION_TURNING_FROM_UP 31
+#define ACTION_TURNING_FROM_DOWN 32
+#define ACTION_OTHER 33
+
+#define NUM_ACTIONS 34
/* values for special image configuration suffixes (must match game mode) */
#define GFX_SPECIAL_ARG_MAIN 0
#define PROGRAM_VERSION_MAJOR 3
#define PROGRAM_VERSION_MINOR 0
-#define PROGRAM_VERSION_PATCH 7
-#define PROGRAM_VERSION_BUILD 1
-
-#if 0
-#define PROGRAM_VERSION_STRING "3.0.7"
-#endif
+#define PROGRAM_VERSION_PATCH 8
+#define PROGRAM_VERSION_BUILD 0
#define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
#define PROGRAM_AUTHOR_STRING "Holger Schemel"
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 GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern int GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern int lev_fieldx, lev_fieldy;
extern int scroll_x, scroll_y;