rnd-20060128-1-src
[rocksndiamonds.git] / src / main.h
index c131ffc0d95d602a2c856ea22689aa5b712c53ff..e00a76ffb01938bc653ead273474e0a619d61f37 100644 (file)
 #define EL_EMC_GATE_8_GRAY_ACTIVE      (EL_FIRST_RUNTIME_REAL + 57)
 #define EL_EMC_DRIPPER_ACTIVE          (EL_FIRST_RUNTIME_REAL + 58)
 #define EL_EMC_SPRING_BUMPER_ACTIVE    (EL_FIRST_RUNTIME_REAL + 59)
-#define EL_EMC_ANDROID_SHRINKING       (EL_FIRST_RUNTIME_REAL + 60)
-#define EL_EMC_ANDROID_GROWING         (EL_FIRST_RUNTIME_REAL + 61)
 
 /* "unreal" (and therefore not drawable) runtime elements */
-#define EL_FIRST_RUNTIME_UNREAL                (EL_FIRST_RUNTIME_REAL + 62)
+#define EL_FIRST_RUNTIME_UNREAL                (EL_FIRST_RUNTIME_REAL + 60)
 
 #define EL_BLOCKED                     (EL_FIRST_RUNTIME_UNREAL + 0)
 #define EL_EXPLOSION                   (EL_FIRST_RUNTIME_UNREAL + 1)
 #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)
+#define EL_DIAGONAL_SHRINKING          (EL_FIRST_RUNTIME_UNREAL + 19)
+#define EL_DIAGONAL_GROWING            (EL_FIRST_RUNTIME_UNREAL + 20)
 
 /* dummy elements (never used as game elements, only used as graphics) */
-#define EL_FIRST_DUMMY                 (EL_FIRST_RUNTIME_UNREAL + 19)
+#define EL_FIRST_DUMMY                 (EL_FIRST_RUNTIME_UNREAL + 21)
 
 #define EL_STEELWALL_TOPLEFT           (EL_FIRST_DUMMY + 0)
 #define EL_STEELWALL_TOPRIGHT          (EL_FIRST_DUMMY + 1)
@@ -2161,11 +2161,11 @@ struct ElementInfo
   /* ---------- graphic and sound definitions ---------- */
 
   int graphic[NUM_ACTIONS];    /* default graphics for several actions */
-  int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
+  int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS_FULL];
                                /* special graphics for left/right/up/down */
 
   int crumbled[NUM_ACTIONS];   /* crumbled graphics for several actions */
-  int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
+  int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS_FULL];
                                /* crumbled graphics for left/right/up/down */
 
   int special_graphic[NUM_SPECIAL_GFX_ARGS];