rnd-20051208-1-src
[rocksndiamonds.git] / src / main.h
index 387c69b4b63982e08ead3999523af0b78045ee11..e80c5c49ae185299f3b5de3207c9573094f3166f 100644 (file)
@@ -23,6 +23,7 @@
 #include <fcntl.h>
 
 #include "libgame/libgame.h"
+#include "game_em/game_em.h"
 
 #include "conf_gfx.h"  /* include auto-generated data structure definitions */
 #include "conf_snd.h"  /* include auto-generated data structure definitions */
@@ -74,9 +75,9 @@
 #define EP_CAN_SMASH_PLAYER    10
 #define EP_CAN_SMASH_ENEMIES   11
 #define EP_CAN_SMASH_EVERYTHING        12
-#define EP_CAN_EXPLODE_BY_FIRE 13
-#define EP_CAN_EXPLODE_SMASHED 14
-#define EP_CAN_EXPLODE_IMPACT  15
+#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_INSIDE     20
 #define EP_PASSABLE_UNDER      21
 #define EP_DROPPABLE           22
-#define EP_CAN_EXPLODE_1X1     23
+#define EP_EXPLODES_1X1_OLD    23
 #define EP_PUSHABLE            24
-#define EP_CAN_EXPLODE_DYNA    25
+#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_AMOEBOID            50
 #define EP_AMOEBALIVE          51
 #define EP_HAS_CONTENT         52
-#define EP_ACTIVE_BOMB         53
-#define EP_INACTIVE            54
+#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    55
+#define EP_EM_SLIPPERY_WALL    57
 
 /* values for special graphics properties (no effect on game engine) */
-#define EP_GFX_CRUMBLED                56
+#define EP_GFX_CRUMBLED                58
 
 /* values for derived properties (determined from properties above) */
-#define EP_ACCESSIBLE_OVER     57
-#define EP_ACCESSIBLE_INSIDE   58
-#define EP_ACCESSIBLE_UNDER    59
-#define EP_WALKABLE            60
-#define EP_PASSABLE            61
-#define EP_ACCESSIBLE          62
-#define EP_COLLECTIBLE         63
-#define EP_SNAPPABLE           64
-#define EP_WALL                        65
-#define EP_SOLID_FOR_PUSHING   66
-#define EP_DRAGONFIRE_PROOF    67
-#define EP_EXPLOSION_PROOF     68
-#define EP_CAN_SMASH           69
-#define EP_CAN_EXPLODE         70
-#define EP_CAN_EXPLODE_3X3     71
+#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_EXPLODE_RESULT      72
-#define EP_WALK_TO_OBJECT      73
-#define EP_DEADLY              74
+#define EP_WALK_TO_OBJECT      81
+#define EP_DEADLY              82
 
-#define NUM_ELEMENT_PROPERTIES 75
+/* values for internal purpose only (game engine) */
+#define EP_HAS_ACTION          83
+#define EP_CAN_CHANGE_OR_HAS_ACTION    84
+
+#define NUM_ELEMENT_PROPERTIES 85
 
 #define NUM_EP_BITFIELDS       ((NUM_ELEMENT_PROPERTIES + 31) / 32)
 #define EP_BITFIELD_BASE       0
 #define CE_HITTING_SOMETHING   5
 #define CE_IMPACT              6
 #define CE_SMASHED             7
-#define CE_OTHER_IS_TOUCHING   8
-#define CE_OTHER_IS_CHANGING   9
-#define CE_OTHER_IS_EXPLODING  10
-#define CE_OTHER_GETS_TOUCHED  11
-#define CE_OTHER_GETS_PRESSED  12
-#define CE_OTHER_GETS_PUSHED   13
-#define CE_OTHER_GETS_COLLECTED        14
-#define CE_OTHER_GETS_DROPPED  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_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_COUNT_AT_ZERO       16
+#define CE_COUNT_AT_ZERO_OF_X  17
 #define CE_BY_OTHER_ACTION     18      /* activates other element events */
 #define CE_BY_DIRECT_ACTION    19      /* activates direct element events */
-#define CE_OTHER_GETS_DIGGED   20
+#define CE_PLAYER_DIGS_X       20
 #define CE_ENTERED_BY_PLAYER   21
 #define CE_LEFT_BY_PLAYER      22
-#define CE_OTHER_GETS_ENTERED  23
-#define CE_OTHER_GETS_LEFT     24
+#define CE_PLAYER_ENTERS_X     23
+#define CE_PLAYER_LEAVES_X     24
 #define CE_SWITCHED            25
-#define CE_OTHER_IS_SWITCHING  26
+#define CE_SWITCH_OF_X         26
 #define CE_HIT_BY_SOMETHING    27
-#define CE_OTHER_IS_HITTING    28
-#define CE_OTHER_GETS_HIT      29
+#define CE_HITTING_X           28
+#define CE_HIT_BY_X            29
+#define CE_BLOCKED             30
 
-#define NUM_CHANGE_EVENTS      30
+#define NUM_CHANGE_EVENTS      31
 
 #define CE_BITMASK_DEFAULT     0
 
-#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)
-
-/* values for change sides for custom elements */
+#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 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_BOTTOM     MV_VERTICAL
 #define CH_SIDE_ANY            MV_ANY_DIRECTION
 
-/* values for change power for custom elements */
-#define CP_NON_DESTRUCTIVE     0
-#define CP_HALF_DESTRUCTIVE    1
-#define CP_FULL_DESTRUCTIVE    2
+/* values for change player for custom elements */
+#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)
 
-/* values for special move patterns (bits 0-3: basic move directions) */
+/* 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
+
+/* values for change actions for custom elements */
+#define CA_NO_ACTION           0
+#define CA_EXIT_PLAYER         1
+#define CA_KILL_PLAYER         2
+#define CA_RESTART_LEVEL       3
+#define CA_SHOW_ENVELOPE       4
+#define CA_ADD_KEY             5
+#define CA_DEL_KEY             6
+#define CA_SET_PLAYER_SPEED    7
+#define CA_SET_GEMS            8
+#define CA_SET_TIME            9
+#define CA_SET_SCORE           10
+#define CA_SET_CE_SCORE                11
+#define CA_SET_CE_COUNT                12
+#define CA_SET_DYNABOMB_NUMBER 13
+#define CA_SET_DYNABOMB_SIZE   14
+#define CA_SET_DYNABOMB_POWER  15
+#define CA_TOGGLE_PLAYER_GRAVITY  16
+#define CA_ENABLE_PLAYER_GRAVITY  17
+#define CA_DISABLE_PLAYER_GRAVITY 18
+
+/* 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_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_HEADLINE (CA_ARG_PLAYER + 0)
+#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_NUMBER          20000
+#define CA_ARG_NUMBER_HEADLINE (CA_ARG_NUMBER + 0)
+#define CA_ARG_NUMBER_MIN      (CA_ARG_NUMBER + 1)
+#define CA_ARG_NUMBER_MAX      (CA_ARG_NUMBER + 2)
+#define CA_ARG_NUMBER_NORMAL   (CA_ARG_NUMBER + 3)
+#define CA_ARG_NUMBER_RESET    (CA_ARG_NUMBER + 4)
+#define CA_ARG_NUMBER_CE_SCORE (CA_ARG_NUMBER + 5)
+#define CA_ARG_NUMBER_CE_COUNT (CA_ARG_NUMBER + 6)
+#define CA_ARG_NUMBER_CE_DELAY (CA_ARG_NUMBER + 7)
+#define CA_ARG_ELEMENT         30000
+#define CA_ARG_ELEMENT_HEADLINE        (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_UNDEFINED       30999
+
+/* 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_TURNING_RIGHT_LEFT 15
 #define MV_BIT_TURNING_RANDOM  16
 
-/* values for special move patterns for custom elements */
-#define MV_HORIZONTAL          (MV_LEFT | MV_RIGHT)
-#define MV_VERTICAL            (MV_UP | MV_DOWN)
-#define MV_ALL_DIRECTIONS      (MV_HORIZONTAL | MV_VERTICAL)
-#define MV_ANY_DIRECTION       (MV_ALL_DIRECTIONS)
+/* 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_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
+
+/* 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)
+
+/* values for elements left behind by custom elements */
+#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_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
+
 /* macros for configurable properties */
 #define IS_DIGGABLE(e)         HAS_PROPERTY(e, EP_DIGGABLE)
 #define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
 #define CAN_SMASH_PLAYER(e)    HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
 #define CAN_SMASH_ENEMIES(e)   HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
 #define CAN_SMASH_EVERYTHING(e)        HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
-#define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
-#define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
-#define CAN_EXPLODE_IMPACT(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
+#define EXPLODES_BY_FIRE(e)    HAS_PROPERTY(e, EP_EXPLODES_BY_FIRE)
+#define EXPLODES_SMASHED(e)    HAS_PROPERTY(e, EP_EXPLODES_SMASHED)
+#define EXPLODES_IMPACT(e)     HAS_PROPERTY(e, EP_EXPLODES_IMPACT)
 #define IS_WALKABLE_OVER(e)    HAS_PROPERTY(e, EP_WALKABLE_OVER)
 #define IS_WALKABLE_INSIDE(e)  HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
 #define IS_WALKABLE_UNDER(e)   HAS_PROPERTY(e, EP_WALKABLE_UNDER)
 #define IS_PASSABLE_INSIDE(e)  HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
 #define IS_PASSABLE_UNDER(e)   HAS_PROPERTY(e, EP_PASSABLE_UNDER)
 #define IS_DROPPABLE(e)                HAS_PROPERTY(e, EP_DROPPABLE)
-#define CAN_EXPLODE_1X1(e)     HAS_PROPERTY(e, EP_CAN_EXPLODE_1X1)
+#define EXPLODES_1X1_OLD(e)    HAS_PROPERTY(e, EP_EXPLODES_1X1_OLD)
 #define IS_PUSHABLE(e)         HAS_PROPERTY(e, EP_PUSHABLE)
-#define CAN_EXPLODE_DYNA(e)    HAS_PROPERTY(e, EP_CAN_EXPLODE_DYNA)
+#define EXPLODES_CROSS_OLD(e)  HAS_PROPERTY(e, EP_EXPLODES_CROSS_OLD)
+#define IS_PROTECTED(e)                HAS_PROPERTY(e, EP_PROTECTED)
+#define CAN_MOVE_INTO_ACID(e)  HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
+#define IS_THROWABLE(e)                HAS_PROPERTY(e, EP_THROWABLE)
+#define CAN_EXPLODE(e)         HAS_PROPERTY(e, EP_CAN_EXPLODE)
+#define IS_GRAVITY_REACHABLE(e)        HAS_PROPERTY(e, EP_GRAVITY_REACHABLE)
 
 /* macros for special configurable properties */
 #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
 #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 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 IS_INACTIVE(e)         HAS_PROPERTY(e, EP_INACTIVE)
 
 #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
 #define IS_EXPLOSION_PROOF(e)  HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
 #define CAN_SMASH(e)           HAS_PROPERTY(e, EP_CAN_SMASH)
-#define CAN_EXPLODE(e)         HAS_PROPERTY(e, EP_CAN_EXPLODE)
-#define CAN_EXPLODE_3X3(e)     HAS_PROPERTY(e, EP_CAN_EXPLODE_3X3)
+#define EXPLODES_3X3_OLD(e)    HAS_PROPERTY(e, EP_EXPLODES_3X3_OLD)
+#define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
+#define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
+#define CAN_EXPLODE_IMPACT(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
+#define IS_SP_PORT(e)          HAS_PROPERTY(e, EP_SP_PORT)
+#define CAN_EXPLODE_BY_DRAGONFIRE(e)   \
+                               HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
+#define CAN_EXPLODE_BY_EXPLOSION(e)    \
+                               HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
+#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 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 &&              \
 #define IS_GROUP_ELEMENT(e)    ((e) >= EL_GROUP_START &&               \
                                 (e) <= EL_GROUP_END)
 
+#define IS_CLIPBOARD_ELEMENT(e)        ((e) >= EL_INTERNAL_CLIPBOARD_START &&  \
+                                (e) <= EL_INTERNAL_CLIPBOARD_END)
+
+#define IS_INTERNAL_ELEMENT(e) ((e) >= EL_INTERNAL_START &&            \
+                                (e) <= EL_INTERNAL_END)
+
 #define IS_ENVELOPE(e)         ((e) >= EL_ENVELOPE_1 &&                \
                                 (e) <= EL_ENVELOPE_4)
 
+#define IS_RND_KEY(e)          ((e) >= EL_KEY_1 &&                     \
+                                (e) <= EL_KEY_4)
+#define IS_EM_KEY(e)           ((e) >= EL_EM_KEY_1 &&                  \
+                                (e) <= EL_EM_KEY_4)
+#define IS_EMC_KEY(e)          ((e) >= EL_EMC_KEY_5 &&                 \
+                                (e) <= EL_EMC_KEY_8)
+#define IS_KEY(e)              (IS_RND_KEY(e) ||                       \
+                                IS_EM_KEY(e) ||                        \
+                                IS_EMC_KEY(e))
+#define RND_KEY_NR(e)          ((e) - EL_KEY_1)
+#define EM_KEY_NR(e)           ((e) - EL_EM_KEY_1)
+#define EMC_KEY_NR(e)          ((e) - EL_EMC_KEY_5 + 4)
+#define KEY_NR(e)              (IS_RND_KEY(e) ? RND_KEY_NR(e) :        \
+                                IS_EM_KEY(e) ?  EM_KEY_NR(e) :         \
+                                IS_EMC_KEY(e) ? EMC_KEY_NR(e) : 0)
+
+#define IS_RND_GATE(e)         ((e) >= EL_GATE_1 &&                    \
+                                (e) <= EL_GATE_4)
+#define IS_EM_GATE(e)          ((e) >= EL_EM_GATE_1 &&                 \
+                                (e) <= EL_EM_GATE_4)
+#define IS_EMC_GATE(e)         ((e) >= EL_EMC_GATE_5 &&                \
+                                (e) <= EL_EMC_GATE_8)
+#define IS_GATE(e)             (IS_RND_GATE(e) ||                      \
+                                IS_EM_GATE(e) ||                       \
+                                IS_EMC_GATE(e))
+#define RND_GATE_NR(e)         ((e) - EL_GATE_1)
+#define EM_GATE_NR(e)          ((e) - EL_EM_GATE_1)
+#define EMC_GATE_NR(e)         ((e) - EL_EMC_GATE_5 + 4)
+#define GATE_NR(e)             (IS_RND_GATE(e) ? RND_GATE_NR(e) :      \
+                                IS_EM_GATE(e) ?  EM_GATE_NR(e) :       \
+                                IS_EMC_GATE(e) ? EMC_GATE_NR(e) : 0)
+
+#define IS_RND_GATE_GRAY(e)    ((e) >= EL_GATE_1_GRAY &&               \
+                                (e) <= EL_GATE_4_GRAY)
+#define IS_EM_GATE_GRAY(e)     ((e) >= EL_EM_GATE_1_GRAY &&            \
+                                (e) <= EL_EM_GATE_4_GRAY)
+#define IS_EMC_GATE_GRAY(e)    ((e) >= EL_EMC_GATE_5_GRAY &&           \
+                                (e) <= EL_EMC_GATE_8_GRAY)
+#define IS_GATE_GRAY(e)                (IS_RND_GATE_GRAY(e) ||                 \
+                                IS_EM_GATE_GRAY(e) ||                  \
+                                IS_EMC_GATE_GRAY(e))
+#define RND_GATE_GRAY_NR(e)    ((e) - EL_GATE_1_GRAY)
+#define EM_GATE_GRAY_NR(e)     ((e) - EL_EM_GATE_1_GRAY)
+#define EMC_GATE_GRAY_NR(e)    ((e) - EL_EMC_GATE_5_GRAY + 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 GFX_ELEMENT(e)         (element_info[e].use_gfx_element ?      \
                                 element_info[e].gfx_element : e)
 
-#define IS_PLAYER(x,y)         (ELEM_IS_PLAYER(StorePlayer[x][y]))
+/* !!! "use sound" deactivated due to problems with level "bug machine" !!! */
+/* (solution: add separate "use sound of element" to level file and editor) */
+#if 0
+#define SND_ELEMENT(e)         GFX_ELEMENT(e)
+#else
+#define SND_ELEMENT(e)         (e)
+#endif
+
+#define IS_PLAYER(x, y)                (ELEM_IS_PLAYER(StorePlayer[x][y]))
 
-#define IS_FREE(x,y)           (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x,y))
-#define IS_FREE_OR_PLAYER(x,y) (Feld[x][y] == EL_EMPTY)
+#define IS_FREE(x, y)          (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
+#define IS_FREE_OR_PLAYER(x, y)        (Feld[x][y] == EL_EMPTY)
 
 #define IS_MOVING(x,y)         (MovPos[x][y] != 0)
 #define IS_FALLING(x,y)                (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
 
 #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_ACCESSIBLE_INSIDE(Feld[x][y]) &&    \
-                                IS_INDESTRUCTIBLE(Feld[x][y]))
-#define PLAYER_PROTECTED(x,y)  (SHIELD_ON(PLAYERINFO(x, y)) ||         \
-                                PROTECTED_FIELD(x, y))
+
+#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_ENEMY_PROTECTED(x,y)     (SHIELD_ON(PLAYERINFO(x, y)) ||           \
+                                        ENEMY_PROTECTED_FIELD(x, y))
+#define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) ||           \
+                                        EXPLOSION_PROTECTED_FIELD(x, y))
 
 #define PLAYER_SWITCHING(p,x,y)        ((p)->is_switching &&                   \
                                 (p)->switch_x == (x) && (p)->switch_y == (y))
 
+#define PLAYER_DROPPING(p,x,y) ((p)->is_dropping &&                    \
+                                (p)->drop_x == (x) && (p)->drop_y == (y))
+
 #define PLAYER_NR_GFX(g,i)     ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
 
 #define ANIM_FRAMES(g)         (graphic_info[g].anim_frames)
 
 
 /* fundamental game speed values */
+#define ONE_SECOND_DELAY       1000    /* delay value for one second */
 #define GAME_FRAME_DELAY       20      /* frame delay in milliseconds */
 #define FFWD_FRAME_DELAY       10      /* 200% speed for fast forward */
-#define FRAMES_PER_SECOND      (1000 / GAME_FRAME_DELAY)
+#define FRAMES_PER_SECOND      (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
 #define MICROLEVEL_SCROLL_DELAY        50      /* delay for scrolling micro level */
 #define MICROLEVEL_LABEL_DELAY 250     /* delay for micro level label */
 
 #define MAX_LEVEL_NAME_LEN     32
 #define MAX_LEVEL_AUTHOR_LEN   32
 #define MAX_ELEMENT_NAME_LEN   32
-#define MAX_TAPELEN            (1000 * FRAMES_PER_SECOND) /* max.time x fps */
+#define MAX_TAPE_LEN           (1000 * FRAMES_PER_SECOND) /* max.time x fps */
+#define MAX_TAPES_PER_SET      1024
 #define MAX_SCORE_ENTRIES      100
 #define MAX_NUM_AMOEBA         100
 #define MAX_INVENTORY_SIZE     1000
+#define STD_NUM_KEYS           4
+#define MAX_NUM_KEYS           8
+#define NUM_BELTS              4
+#define NUM_BELT_PARTS         3
 #define MIN_ENVELOPE_XSIZE     1
 #define MIN_ENVELOPE_YSIZE     1
 #define MAX_ENVELOPE_XSIZE     30
 #define MAX_ENVELOPE_YSIZE     20
 #define MAX_ENVELOPE_TEXT_LEN  (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
 #define MIN_CHANGE_PAGES       1
-#define MAX_CHANGE_PAGES       16
+#define MAX_CHANGE_PAGES       32
 #define MIN_ELEMENTS_IN_GROUP  1
 #define MAX_ELEMENTS_IN_GROUP  16
 
 #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 VY                     400
 #define EX                     DX
 #define EY                     (VY - 44)
-#define TILEX                  32
-#define TILEY                  32
-#define MINI_TILEX             (TILEX / 2)
-#define MINI_TILEY             (TILEY / 2)
-#define MICRO_TILEX            (TILEX / 8)
-#define MICRO_TILEY            (TILEY / 8)
+#define TILESIZE               32
+#define TILEX                  TILESIZE
+#define TILEY                  TILESIZE
+#define MINI_TILESIZE          (TILESIZE / 2)
+#define MINI_TILEX             MINI_TILESIZE
+#define MINI_TILEY             MINI_TILESIZE
+#define MICRO_TILESIZE         (TILESIZE / 8)
+#define MICRO_TILEX            MICRO_TILESIZE
+#define MICRO_TILEY            MICRO_TILESIZE
 #define MIDPOSX                        (SCR_FIELDX / 2)
 #define MIDPOSY                        (SCR_FIELDY / 2)
 #define SXSIZE                 (SCR_FIELDX * TILEX)
 #define EYSIZE                 (VYSIZE + 44)
 #define FULL_SXSIZE            (2 + SXSIZE + 2)
 #define FULL_SYSIZE            (2 + SYSIZE + 2)
-#define MICROLEV_XSIZE         ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
-#define MICROLEV_YSIZE         ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
-#define MICROLEV_XPOS          (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
-#define MICROLEV_YPOS          (SX + 12 * TILEY - MICRO_TILEY)
-#define MICROLABEL_YPOS                (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
+#define MICROLEVEL_XSIZE       ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
+#define MICROLEVEL_YSIZE       ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
+#define MICROLEVEL_XPOS                (SX + (SXSIZE - MICROLEVEL_XSIZE) / 2)
+#define MICROLEVEL_YPOS                (SX + 12 * TILEY - MICRO_TILEY)
+#define MICROLABEL1_YPOS       (MICROLEVEL_YPOS - 36)
+#define MICROLABEL2_YPOS       (MICROLEVEL_YPOS + MICROLEVEL_YSIZE + 7)
 
 
 /* score for elements */
 #define EL_DARK_YAMYAM                 60
 #define EL_BD_MAGIC_WALL               61
 #define EL_INVISIBLE_STEELWALL         62
-
-#define EL_MAZE_RUNNER                 63
-
+#define EL_SOKOBAN_FIELD_PLAYER                63
 #define EL_DYNABOMB_INCREASE_NUMBER    64
 #define EL_DYNABOMB_INCREASE_SIZE      65
 #define EL_DYNABOMB_INCREASE_POWER     66
 #define EL_GROUP_END                   655
 /* ---------- end of custom elements section ------------------------------- */
 
-#define NUM_FILE_ELEMENTS              656
+#define EL_UNKNOWN                     656
+#define EL_TRIGGER_ELEMENT             657
+#define EL_TRIGGER_PLAYER              658
+
+#define EL_SP_GRAVITY_ON_PORT_RIGHT    659
+#define EL_SP_GRAVITY_ON_PORT_DOWN     660
+#define EL_SP_GRAVITY_ON_PORT_LEFT     661
+#define EL_SP_GRAVITY_ON_PORT_UP       662
+#define EL_SP_GRAVITY_OFF_PORT_RIGHT   663
+#define EL_SP_GRAVITY_OFF_PORT_DOWN    664
+#define EL_SP_GRAVITY_OFF_PORT_LEFT    665
+#define EL_SP_GRAVITY_OFF_PORT_UP      666
+
+
+/* the following EMC style elements are currently not implemented in R'n'D */
+#define EL_BALLOON_SWITCH_NONE         667
+#define EL_EMC_GATE_5                  668
+#define EL_EMC_GATE_6                  669
+#define EL_EMC_GATE_7                  670
+#define EL_EMC_GATE_8                  671
+#define EL_EMC_GATE_5_GRAY             672
+#define EL_EMC_GATE_6_GRAY             673
+#define EL_EMC_GATE_7_GRAY             674
+#define EL_EMC_GATE_8_GRAY             675
+#define EL_EMC_KEY_5                   676
+#define EL_EMC_KEY_6                   677
+#define EL_EMC_KEY_7                   678
+#define EL_EMC_KEY_8                   679
+#define EL_EMC_ANDROID                 680
+#define EL_EMC_GRASS                   681
+#define EL_EMC_MAGIC_BALL              682
+#define EL_EMC_MAGIC_BALL_ACTIVE       683
+#define EL_EMC_MAGIC_BALL_SWITCH       684
+#define EL_EMC_MAGIC_BALL_SWITCH_ACTIVE        685
+#define EL_EMC_SPRING_BUMPER           686
+#define EL_EMC_PLANT                   687
+#define EL_EMC_LENSES                  688
+#define EL_EMC_MAGNIFIER               689
+#define EL_EMC_WALL_9                  690
+#define EL_EMC_WALL_10                 691
+#define EL_EMC_WALL_11                 692
+#define EL_EMC_WALL_12                 693
+#define EL_EMC_WALL_13                 694
+#define EL_EMC_WALL_14                 695
+#define EL_EMC_WALL_15                 696
+#define EL_EMC_WALL_16                 697
+#define EL_EMC_WALL_SLIPPERY_1         698
+#define EL_EMC_WALL_SLIPPERY_2         699
+#define EL_EMC_WALL_SLIPPERY_3         700
+#define EL_EMC_WALL_SLIPPERY_4         701
+#define EL_EMC_FAKE_GRASS              702
+#define EL_EMC_FAKE_ACID               703
+#define EL_EMC_DRIPPER                 704
+
+#define NUM_FILE_ELEMENTS              705
 
 
 /* "real" (and therefore drawable) runtime elements */
 #define EL_EXPANDABLE_WALL_GROWING     (EL_FIRST_RUNTIME_UNREAL + 8)
 #define EL_FLAMES                      (EL_FIRST_RUNTIME_UNREAL + 9)
 #define EL_PLAYER_IS_LEAVING           (EL_FIRST_RUNTIME_UNREAL + 10)
-#define EL_QUICKSAND_FILLING           (EL_FIRST_RUNTIME_UNREAL + 11)
-#define EL_MAGIC_WALL_FILLING          (EL_FIRST_RUNTIME_UNREAL + 12)
-#define EL_BD_MAGIC_WALL_FILLING       (EL_FIRST_RUNTIME_UNREAL + 13)
+#define EL_PLAYER_IS_EXPLODING_1       (EL_FIRST_RUNTIME_UNREAL + 11)
+#define EL_PLAYER_IS_EXPLODING_2       (EL_FIRST_RUNTIME_UNREAL + 12)
+#define EL_PLAYER_IS_EXPLODING_3       (EL_FIRST_RUNTIME_UNREAL + 13)
+#define EL_PLAYER_IS_EXPLODING_4       (EL_FIRST_RUNTIME_UNREAL + 14)
+#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)
 
 /* dummy elements (never used as game elements, only used as graphics) */
-#define EL_FIRST_DUMMY                 (EL_FIRST_RUNTIME_UNREAL + 14)
-
-#define EL_STEELWALL_TOPLEFT                   (EL_FIRST_DUMMY + 0)
-#define EL_STEELWALL_TOPRIGHT                  (EL_FIRST_DUMMY + 1)
-#define EL_STEELWALL_BOTTOMLEFT                        (EL_FIRST_DUMMY + 2)
-#define EL_STEELWALL_BOTTOMRIGHT               (EL_FIRST_DUMMY + 3)
-#define EL_STEELWALL_HORIZONTAL                        (EL_FIRST_DUMMY + 4)
-#define EL_STEELWALL_VERTICAL                  (EL_FIRST_DUMMY + 5)
-#define EL_INVISIBLE_STEELWALL_TOPLEFT         (EL_FIRST_DUMMY + 6)
-#define EL_INVISIBLE_STEELWALL_TOPRIGHT                (EL_FIRST_DUMMY + 7)
-#define EL_INVISIBLE_STEELWALL_BOTTOMLEFT      (EL_FIRST_DUMMY + 8)
-#define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT     (EL_FIRST_DUMMY + 9)
-#define EL_INVISIBLE_STEELWALL_HORIZONTAL      (EL_FIRST_DUMMY + 10)
-#define EL_INVISIBLE_STEELWALL_VERTICAL                (EL_FIRST_DUMMY + 11)
-#define EL_DYNABOMB                            (EL_FIRST_DUMMY + 12)
-#define EL_DYNABOMB_ACTIVE                     (EL_FIRST_DUMMY + 13)
-#define EL_DYNABOMB_PLAYER_1                   (EL_FIRST_DUMMY + 14)
-#define EL_DYNABOMB_PLAYER_2                   (EL_FIRST_DUMMY + 15)
-#define EL_DYNABOMB_PLAYER_3                   (EL_FIRST_DUMMY + 16)
-#define EL_DYNABOMB_PLAYER_4                   (EL_FIRST_DUMMY + 17)
-#define EL_SHIELD_NORMAL_ACTIVE                        (EL_FIRST_DUMMY + 18)
-#define EL_SHIELD_DEADLY_ACTIVE                        (EL_FIRST_DUMMY + 19)
-#define EL_AMOEBA                              (EL_FIRST_DUMMY + 20)
-#define EL_DEFAULT                             (EL_FIRST_DUMMY + 21)
-#define EL_BD_DEFAULT                          (EL_FIRST_DUMMY + 22)
-#define EL_SP_DEFAULT                          (EL_FIRST_DUMMY + 23)
-#define EL_SB_DEFAULT                          (EL_FIRST_DUMMY + 24)
-#define EL_DUMMY                               (EL_FIRST_DUMMY + 25)
-
-#define MAX_NUM_ELEMENTS                       (EL_FIRST_DUMMY + 26)
+#define EL_FIRST_DUMMY                 (EL_FIRST_RUNTIME_UNREAL + 18)
+
+#define EL_STEELWALL_TOPLEFT           (EL_FIRST_DUMMY + 0)
+#define EL_STEELWALL_TOPRIGHT          (EL_FIRST_DUMMY + 1)
+#define EL_STEELWALL_BOTTOMLEFT                (EL_FIRST_DUMMY + 2)
+#define EL_STEELWALL_BOTTOMRIGHT       (EL_FIRST_DUMMY + 3)
+#define EL_STEELWALL_HORIZONTAL                (EL_FIRST_DUMMY + 4)
+#define EL_STEELWALL_VERTICAL          (EL_FIRST_DUMMY + 5)
+#define EL_INVISIBLE_STEELWALL_TOPLEFT    (EL_FIRST_DUMMY + 6)
+#define EL_INVISIBLE_STEELWALL_TOPRIGHT           (EL_FIRST_DUMMY + 7)
+#define EL_INVISIBLE_STEELWALL_BOTTOMLEFT  (EL_FIRST_DUMMY + 8)
+#define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
+#define EL_INVISIBLE_STEELWALL_HORIZONTAL  (EL_FIRST_DUMMY + 10)
+#define EL_INVISIBLE_STEELWALL_VERTICAL           (EL_FIRST_DUMMY + 11)
+#define EL_DYNABOMB                    (EL_FIRST_DUMMY + 12)
+#define EL_DYNABOMB_ACTIVE             (EL_FIRST_DUMMY + 13)
+#define EL_DYNABOMB_PLAYER_1           (EL_FIRST_DUMMY + 14)
+#define EL_DYNABOMB_PLAYER_2           (EL_FIRST_DUMMY + 15)
+#define EL_DYNABOMB_PLAYER_3           (EL_FIRST_DUMMY + 16)
+#define EL_DYNABOMB_PLAYER_4           (EL_FIRST_DUMMY + 17)
+#define EL_SHIELD_NORMAL_ACTIVE                (EL_FIRST_DUMMY + 18)
+#define EL_SHIELD_DEADLY_ACTIVE                (EL_FIRST_DUMMY + 19)
+#define EL_AMOEBA                      (EL_FIRST_DUMMY + 20)
+#define EL_DEFAULT                     (EL_FIRST_DUMMY + 21)
+#define EL_BD_DEFAULT                  (EL_FIRST_DUMMY + 22)
+#define EL_SP_DEFAULT                  (EL_FIRST_DUMMY + 23)
+#define EL_SB_DEFAULT                  (EL_FIRST_DUMMY + 24)
+
+/* internal elements (only used for internal purposes like copying) */
+#define EL_FIRST_INTERNAL              (EL_FIRST_DUMMY + 25)
+
+#define EL_INTERNAL_CLIPBOARD_CUSTOM   (EL_FIRST_INTERNAL + 0)
+#define EL_INTERNAL_CLIPBOARD_CHANGE   (EL_FIRST_INTERNAL + 1)
+#define EL_INTERNAL_CLIPBOARD_GROUP    (EL_FIRST_INTERNAL + 2)
+#define EL_INTERNAL_DUMMY              (EL_FIRST_INTERNAL + 3)
+
+#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 MAX_NUM_ELEMENTS               (EL_FIRST_INTERNAL + 4)
 
 
 /* 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_WALKING                         9
-#define ACTION_PASSING                         10
-#define ACTION_IMPACT                          11
-#define ACTION_BREAKING                                12
-#define ACTION_ACTIVATING                      13
-#define ACTION_DEACTIVATING                    14
-#define ACTION_OPENING                         15
-#define ACTION_CLOSING                         16
-#define ACTION_ATTACKING                       17
-#define ACTION_GROWING                         18
-#define ACTION_SHRINKING                       19
-#define ACTION_ACTIVE                          20
-#define ACTION_FILLING                         21
-#define ACTION_EMPTYING                                22
-#define ACTION_CHANGING                                23
-#define ACTION_EXPLODING                       24
-#define ACTION_BORING                          25
-#define ACTION_BORING_1                                26
-#define ACTION_BORING_2                                27
-#define ACTION_BORING_3                                28
-#define ACTION_BORING_4                                29
-#define ACTION_BORING_5                                30
-#define ACTION_BORING_6                                31
-#define ACTION_BORING_7                                32
-#define ACTION_BORING_8                                33
-#define ACTION_BORING_9                                34
-#define ACTION_BORING_10                       35
-#define ACTION_SLEEPING                                36
-#define ACTION_SLEEPING_1                      37
-#define ACTION_SLEEPING_2                      38
-#define ACTION_SLEEPING_3                      39
-#define ACTION_AWAKENING                       40
-#define ACTION_DYING                           41
-#define ACTION_TURNING                         42
-#define ACTION_TURNING_FROM_LEFT               43
-#define ACTION_TURNING_FROM_RIGHT              44
-#define ACTION_TURNING_FROM_UP                 45
-#define ACTION_TURNING_FROM_DOWN               46
-#define ACTION_OTHER                           47
-
-#define NUM_ACTIONS                            48
-
-#define ACTION_BORING_LAST                     ACTION_BORING_10
-#define ACTION_SLEEPING_LAST                   ACTION_SLEEPING_3
+#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_WALKING                 9
+#define ACTION_PASSING                 10
+#define ACTION_IMPACT                  11
+#define ACTION_BREAKING                        12
+#define ACTION_ACTIVATING              13
+#define ACTION_DEACTIVATING            14
+#define ACTION_OPENING                 15
+#define ACTION_CLOSING                 16
+#define ACTION_ATTACKING               17
+#define ACTION_GROWING                 18
+#define ACTION_SHRINKING               19
+#define ACTION_ACTIVE                  20
+#define ACTION_FILLING                 21
+#define ACTION_EMPTYING                        22
+#define ACTION_CHANGING                        23
+#define ACTION_EXPLODING               24
+#define ACTION_BORING                  25
+#define ACTION_BORING_1                        26
+#define ACTION_BORING_2                        27
+#define ACTION_BORING_3                        28
+#define ACTION_BORING_4                        29
+#define ACTION_BORING_5                        30
+#define ACTION_BORING_6                        31
+#define ACTION_BORING_7                        32
+#define ACTION_BORING_8                        33
+#define ACTION_BORING_9                        34
+#define ACTION_BORING_10               35
+#define ACTION_SLEEPING                        36
+#define ACTION_SLEEPING_1              37
+#define ACTION_SLEEPING_2              38
+#define ACTION_SLEEPING_3              39
+#define ACTION_AWAKENING               40
+#define ACTION_DYING                   41
+#define ACTION_TURNING                 42
+#define ACTION_TURNING_FROM_LEFT       43
+#define ACTION_TURNING_FROM_RIGHT      44
+#define ACTION_TURNING_FROM_UP         45
+#define ACTION_TURNING_FROM_DOWN       46
+#define ACTION_SMASHED_BY_ROCK         47
+#define ACTION_SMASHED_BY_SPRING       48
+#define ACTION_SLURPED_BY_SPRING       49
+#define ACTION_TWINKLING               50
+#define ACTION_SPLASHING               51
+#define ACTION_OTHER                   52
+
+#define NUM_ACTIONS                    53
+
+#define ACTION_BORING_LAST             ACTION_BORING_10
+#define ACTION_SLEEPING_LAST           ACTION_SLEEPING_3
 
 
 /* values for special image configuration suffixes (must match game mode) */
-#define GFX_SPECIAL_ARG_DEFAULT                        0
-#define GFX_SPECIAL_ARG_MAIN                   1
-#define GFX_SPECIAL_ARG_LEVELS                 2
-#define GFX_SPECIAL_ARG_SCORES                 3
-#define GFX_SPECIAL_ARG_EDITOR                 4
-#define GFX_SPECIAL_ARG_INFO                   5
-#define GFX_SPECIAL_ARG_SETUP                  6
-#define GFX_SPECIAL_ARG_PLAYING                        7
-#define GFX_SPECIAL_ARG_DOOR                   8
-#define GFX_SPECIAL_ARG_PREVIEW                        9
-#define GFX_SPECIAL_ARG_CRUMBLED               10
+#define GFX_SPECIAL_ARG_DEFAULT                0
+#define GFX_SPECIAL_ARG_MAIN           1
+#define GFX_SPECIAL_ARG_LEVELS         2
+#define GFX_SPECIAL_ARG_SCORES         3
+#define GFX_SPECIAL_ARG_EDITOR         4
+#define GFX_SPECIAL_ARG_INFO           5
+#define GFX_SPECIAL_ARG_SETUP          6
+#define GFX_SPECIAL_ARG_PLAYING                7
+#define GFX_SPECIAL_ARG_DOOR           8
+#define GFX_SPECIAL_ARG_PREVIEW                9
+#define GFX_SPECIAL_ARG_CRUMBLED       10
 
-#define NUM_SPECIAL_GFX_ARGS                   11
+#define NUM_SPECIAL_GFX_ARGS           11
 
 
 /* values for image configuration suffixes */
-#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_CRUMBLED_LIKE                  16
-#define GFX_ARG_DIGGABLE_LIKE                  17
-#define GFX_ARG_BORDER_SIZE                    18
-#define GFX_ARG_STEP_OFFSET                    19
-#define GFX_ARG_STEP_DELAY                     20
-#define GFX_ARG_DIRECTION                      21
-#define GFX_ARG_POSITION                       22
-#define GFX_ARG_DRAW_XOFFSET                   23
-#define GFX_ARG_DRAW_YOFFSET                   24
-#define GFX_ARG_DRAW_MASKED                    25
-#define GFX_ARG_ANIM_DELAY_FIXED               26
-#define GFX_ARG_ANIM_DELAY_RANDOM              27
-#define GFX_ARG_POST_DELAY_FIXED               28
-#define GFX_ARG_POST_DELAY_RANDOM              29
-#define GFX_ARG_NAME                           30
-
-#define NUM_GFX_ARGS                           31
+#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_VERTICAL               6
+#define GFX_ARG_OFFSET                 7
+#define GFX_ARG_XOFFSET                        8
+#define GFX_ARG_YOFFSET                        9
+#define GFX_ARG_2ND_MOVEMENT_TILE      10
+#define GFX_ARG_2ND_VERTICAL           11
+#define GFX_ARG_2ND_OFFSET             12
+#define GFX_ARG_2ND_XOFFSET            13
+#define GFX_ARG_2ND_YOFFSET            14
+#define GFX_ARG_2ND_SWAP_TILES         15      
+#define GFX_ARG_FRAMES                 16
+#define GFX_ARG_FRAMES_PER_LINE                17
+#define GFX_ARG_START_FRAME            18
+#define GFX_ARG_DELAY                  19
+#define GFX_ARG_ANIM_MODE              20
+#define GFX_ARG_GLOBAL_SYNC            21
+#define GFX_ARG_CRUMBLED_LIKE          22
+#define GFX_ARG_DIGGABLE_LIKE          23
+#define GFX_ARG_BORDER_SIZE            24
+#define GFX_ARG_STEP_OFFSET            25
+#define GFX_ARG_STEP_DELAY             26
+#define GFX_ARG_DIRECTION              27
+#define GFX_ARG_POSITION               28
+#define GFX_ARG_DRAW_XOFFSET           29
+#define GFX_ARG_DRAW_YOFFSET           30
+#define GFX_ARG_DRAW_MASKED            31
+#define GFX_ARG_ANIM_DELAY_FIXED       32
+#define GFX_ARG_ANIM_DELAY_RANDOM      33
+#define GFX_ARG_POST_DELAY_FIXED       34
+#define GFX_ARG_POST_DELAY_RANDOM      35
+#define GFX_ARG_NAME                   36
+#define GFX_ARG_SCALE_UP_FACTOR                37
+
+#define NUM_GFX_ARGS                   38
 
 
 /* values for sound configuration suffixes */
-#define SND_ARG_MODE_LOOP                      0
+#define SND_ARG_MODE_LOOP              0
+#define SND_ARG_VOLUME                 1
+#define SND_ARG_PRIORITY               2
 
-#define NUM_SND_ARGS                           1
+#define NUM_SND_ARGS                   3
 
 
 /* values for music configuration suffixes */
-#define MUS_ARG_MODE_LOOP                      0
+#define MUS_ARG_MODE_LOOP              0
 
-#define NUM_MUS_ARGS                           1
+#define NUM_MUS_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_ACTIVE                     8
-#define FONT_TEXT_2_ACTIVE                     9
-#define FONT_TEXT_3_ACTIVE                     10
-#define FONT_TEXT_4_ACTIVE                     11
-#define FONT_TEXT_1                            12
-#define FONT_TEXT_2                            13
-#define FONT_TEXT_3                            14
-#define FONT_TEXT_4                            15
-#define FONT_ENVELOPE_1                                16
-#define FONT_ENVELOPE_2                                17
-#define FONT_ENVELOPE_3                                18
-#define FONT_ENVELOPE_4                                19
-#define FONT_INPUT_1_ACTIVE                    20
-#define FONT_INPUT_2_ACTIVE                    21
-#define FONT_INPUT_1                           22
-#define FONT_INPUT_2                           23
-#define FONT_OPTION_OFF                                24
-#define FONT_OPTION_ON                         25
-#define FONT_VALUE_1                           26
-#define FONT_VALUE_2                           27
-#define FONT_VALUE_OLD                         28
-#define FONT_LEVEL_NUMBER                      29
-#define FONT_TAPE_RECORDER                     30
-#define FONT_GAME_INFO                         31
-
-#define NUM_FONTS                              32
-#define NUM_INITIAL_FONTS                      4
+#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_ACTIVE             8
+#define FONT_TEXT_2_ACTIVE             9
+#define FONT_TEXT_3_ACTIVE             10
+#define FONT_TEXT_4_ACTIVE             11
+#define FONT_TEXT_1                    12
+#define FONT_TEXT_2                    13
+#define FONT_TEXT_3                    14
+#define FONT_TEXT_4                    15
+#define FONT_ENVELOPE_1                        16
+#define FONT_ENVELOPE_2                        17
+#define FONT_ENVELOPE_3                        18
+#define FONT_ENVELOPE_4                        19
+#define FONT_INPUT_1_ACTIVE            20
+#define FONT_INPUT_2_ACTIVE            21
+#define FONT_INPUT_1                   22
+#define FONT_INPUT_2                   23
+#define FONT_OPTION_OFF                        24
+#define FONT_OPTION_ON                 25
+#define FONT_VALUE_1                   26
+#define FONT_VALUE_2                   27
+#define FONT_VALUE_OLD                 28
+#define FONT_LEVEL_NUMBER              29
+#define FONT_TAPE_RECORDER             30
+#define FONT_GAME_INFO                 31
+
+#define NUM_FONTS                      32
+#define NUM_INITIAL_FONTS              4
 
 /* values for game_status (must match special image configuration suffixes) */
-#define GAME_MODE_DEFAULT                      0
-#define GAME_MODE_MAIN                         1
-#define GAME_MODE_LEVELS                       2
-#define GAME_MODE_SCORES                       3
-#define GAME_MODE_EDITOR                       4
-#define GAME_MODE_INFO                         5
-#define GAME_MODE_SETUP                                6
-#define GAME_MODE_PLAYING                      7
-#define GAME_MODE_PSEUDO_DOOR                  8
-#define GAME_MODE_PSEUDO_PREVIEW               9
-#define GAME_MODE_PSEUDO_CRUMBLED              10
+#define GAME_MODE_DEFAULT              0
+#define GAME_MODE_MAIN                 1
+#define GAME_MODE_LEVELS               2
+#define GAME_MODE_SCORES               3
+#define GAME_MODE_EDITOR               4
+#define GAME_MODE_INFO                 5
+#define GAME_MODE_SETUP                        6
+#define GAME_MODE_PLAYING              7
+#define GAME_MODE_PSEUDO_DOOR          8
+#define GAME_MODE_PSEUDO_PREVIEW       9
+#define GAME_MODE_PSEUDO_CRUMBLED      10
 
 /* there are no special config file suffixes for these modes */
-#define GAME_MODE_PSEUDO_TYPENAME              11
-#define GAME_MODE_QUIT                         12
+#define GAME_MODE_PSEUDO_TYPENAME      11
+#define GAME_MODE_QUIT                 12
 
 /* special definitions currently only used for custom artwork configuration */
-#define MUSIC_PREFIX_BACKGROUND                        0
-#define NUM_MUSIC_PREFIXES                     1
-#define MAX_LEVELS                             1000
+#define MUSIC_PREFIX_BACKGROUND                0
+#define NUM_MUSIC_PREFIXES             1
+#define MAX_LEVELS                     1000
 
 /* definitions for demo animation lists */
-#define HELPANIM_LIST_NEXT                     -1
-#define HELPANIM_LIST_END                      -999
+#define HELPANIM_LIST_NEXT             -1
+#define HELPANIM_LIST_END              -999
 
 
 /* program information and versioning definitions */
 
-#define PROGRAM_VERSION_MAJOR  3
-#define PROGRAM_VERSION_MINOR  0
-#define PROGRAM_VERSION_PATCH  9
-#define PROGRAM_VERSION_BUILD  0
+#define RELEASE_311                    FALSE
 
-#define PROGRAM_TITLE_STRING   "Rocks'n'Diamonds"
-#define PROGRAM_AUTHOR_STRING  "Holger Schemel"
-#define PROGRAM_COPYRIGHT_STRING "Copyright Â©1995-2003 by Holger Schemel"
+#if RELEASE_311
+#define PROGRAM_VERSION_MAJOR          3
+#define PROGRAM_VERSION_MINOR          1
+#define PROGRAM_VERSION_PATCH          2
+#define PROGRAM_VERSION_BUILD          0
+#else
+/* !!! make sure that packaging script can find unique version number !!! */
+#define PROGRAM_VERSION_MAJOR          3
+#define PROGRAM_VERSION_MINOR          2
+#define PROGRAM_VERSION_PATCH          0
+#define PROGRAM_VERSION_BUILD          3
+#endif
+
+#define PROGRAM_TITLE_STRING           "Rocks'n'Diamonds"
+#define PROGRAM_AUTHOR_STRING          "Holger Schemel"
+#define PROGRAM_COPYRIGHT_STRING       "Copyright Â©1995-2005 by Holger Schemel"
 
-#define ICON_TITLE_STRING      PROGRAM_TITLE_STRING
-#define COOKIE_PREFIX          "ROCKSNDIAMONDS"
-#define FILENAME_PREFIX                "Rocks"
+#define ICON_TITLE_STRING              PROGRAM_TITLE_STRING
+#define COOKIE_PREFIX                  "ROCKSNDIAMONDS"
+#define FILENAME_PREFIX                        "Rocks"
 
 #if defined(PLATFORM_UNIX)
-#define USERDATA_DIRECTORY     ".rocksndiamonds"
+#define USERDATA_DIRECTORY             ".rocksndiamonds"
 #elif defined(PLATFORM_WIN32)
-#define USERDATA_DIRECTORY     PROGRAM_TITLE_STRING
+#define USERDATA_DIRECTORY             PROGRAM_TITLE_STRING
 #else
-#define USERDATA_DIRECTORY     "userdata"
+#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"
+#define X11_ICON_FILENAME              "rocks_icon.xbm"
+#define X11_ICONMASK_FILENAME          "rocks_iconmask.xbm"
+#define MSDOS_POINTER_FILENAME         "mouse.pcx"
 
 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
 ** currently supported/known file version numbers:
 **     1.4 (still in use)
 **     2.0 (actual)
 */
-#define FILE_VERSION_1_0       VERSION_IDENT(1,0,0,0)
-#define FILE_VERSION_1_2       VERSION_IDENT(1,2,0,0)
-#define FILE_VERSION_1_4       VERSION_IDENT(1,4,0,0)
-#define FILE_VERSION_2_0       VERSION_IDENT(2,0,0,0)
+#define FILE_VERSION_1_0               VERSION_IDENT(1,0,0,0)
+#define FILE_VERSION_1_2               VERSION_IDENT(1,2,0,0)
+#define FILE_VERSION_1_4               VERSION_IDENT(1,4,0,0)
+#define FILE_VERSION_2_0               VERSION_IDENT(2,0,0,0)
 
 /* file version does not change for every program version, but is changed
    when new features are introduced that are incompatible with older file
    versions, so that they can be treated accordingly */
-#define FILE_VERSION_ACTUAL    FILE_VERSION_2_0
+#define FILE_VERSION_ACTUAL            FILE_VERSION_2_0
 
-#define GAME_VERSION_1_0       FILE_VERSION_1_0
-#define GAME_VERSION_1_2       FILE_VERSION_1_2
-#define GAME_VERSION_1_4       FILE_VERSION_1_4
-#define GAME_VERSION_2_0       FILE_VERSION_2_0
+#define GAME_VERSION_1_0               FILE_VERSION_1_0
+#define GAME_VERSION_1_2               FILE_VERSION_1_2
+#define GAME_VERSION_1_4               FILE_VERSION_1_4
+#define GAME_VERSION_2_0               FILE_VERSION_2_0
 
-#define GAME_VERSION_ACTUAL    VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
-                                             PROGRAM_VERSION_MINOR, \
-                                             PROGRAM_VERSION_PATCH, \
-                                             PROGRAM_VERSION_BUILD)
+#define GAME_VERSION_ACTUAL            VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
+                                                     PROGRAM_VERSION_MINOR, \
+                                                     PROGRAM_VERSION_PATCH, \
+                                                     PROGRAM_VERSION_BUILD)
 
 /* values for game_emulation */
-#define EMU_NONE               0
-#define EMU_BOULDERDASH                1
-#define EMU_SOKOBAN            2
-#define EMU_SUPAPLEX           3
+#define EMU_NONE                       0
+#define EMU_BOULDERDASH                        1
+#define EMU_SOKOBAN                    2
+#define EMU_SUPAPLEX                   3
+
+/* values for level file type identifier */
+#define LEVEL_FILE_TYPE_UNKNOWN                0
+#define LEVEL_FILE_TYPE_RND            1
+#define LEVEL_FILE_TYPE_BD             2
+#define LEVEL_FILE_TYPE_EM             3
+#define LEVEL_FILE_TYPE_SP             4
+#define LEVEL_FILE_TYPE_DX             5
+#define LEVEL_FILE_TYPE_SB             6
+#define LEVEL_FILE_TYPE_DC             7
+
+#define NUM_LEVEL_FILE_TYPES           8
+
+/* values for game engine type identifier */
+#define GAME_ENGINE_TYPE_UNKNOWN       LEVEL_FILE_TYPE_UNKNOWN
+#define GAME_ENGINE_TYPE_RND           LEVEL_FILE_TYPE_RND
+#define GAME_ENGINE_TYPE_EM            LEVEL_FILE_TYPE_EM
+
+#define NUM_ENGINE_TYPES               3
+
 
 struct MenuInfo
 {
-  int draw_xoffset_default;
-  int draw_yoffset_default;
   int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
   int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
 
   int scrollbar_xoffset;
 
-  int list_size_default;
   int list_size[NUM_SPECIAL_GFX_ARGS];
 
   int sound[NUM_SPECIAL_GFX_ARGS];
@@ -1220,7 +1557,10 @@ struct PlayerInfo
   boolean connected;           /* player connected (locally or via network) */
   boolean active;              /* player present and connected */
 
-  int index_nr, client_nr, element_nr;
+  int index_nr;                        /* player number (0 to 3) */
+  int index_bit;               /* player number bit (1 << 0 to 1 << 3) */
+  int element_nr;              /* element (EL_PLAYER_1 to EL_PLAYER_4) */
+  int client_nr;               /* network client identifier */
 
   byte action;                 /* action from local input device */
   byte effective_action;       /* action acknowledged from network server
@@ -1237,12 +1577,18 @@ struct PlayerInfo
 
   boolean use_murphy_graphic;
 
+  boolean block_last_field;
+  int block_delay_adjustment;  /* needed for different engine versions */
+
+  boolean can_fall_into_acid;
+
   boolean LevelSolved, GameOver;
 
   int last_move_dir;
 
   boolean is_waiting;
   boolean is_moving;
+  boolean is_auto_moving;
   boolean is_digging;
   boolean is_snapping;
   boolean is_collecting;
@@ -1267,16 +1613,16 @@ struct PlayerInfo
   int num_special_action_sleeping;
 
   int switch_x, switch_y;
+  int drop_x, drop_y;
 
   int show_envelope;
 
-  unsigned long move_delay;
+  int move_delay;
   int move_delay_value;
-
   int move_delay_reset_counter;
 
-  unsigned long push_delay;
-  unsigned long push_delay_value;
+  int push_delay;
+  int push_delay_value;
 
   unsigned long actual_frame_counter;
 
@@ -1289,12 +1635,13 @@ struct PlayerInfo
   int sokobanfields_still_needed;
   int lights_still_needed;
   int friends_still_needed;
-  int key[4];
+  int key[MAX_NUM_KEYS];
   int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
   int shield_normal_time_left;
   int shield_deadly_time_left;
 
   int inventory_element[MAX_INVENTORY_SIZE];
+  int inventory_infinite_element;
   int inventory_size;
 };
 
@@ -1307,11 +1654,20 @@ struct LevelFileInfo
 {
   int nr;
   int type;
+  boolean packed;
+  char *basename;
   char *filename;
 };
 
 struct LevelInfo
 {
+  struct LevelFileInfo file_info;
+
+  int game_engine_type;
+
+  /* level stored in native format for the alternative native game engines */
+  struct LevelInfo_EM *native_em_level;
+
   int file_version;    /* file format version the level is stored with    */
   int game_version;    /* game release version the level was created with */
 
@@ -1320,30 +1676,68 @@ struct LevelInfo
   boolean encoding_16bit_amoeba;       /* amoeba contains 16-bit elements */
 
   int fieldx, fieldy;
-  int time;
+
+  int time;                            /* available time (seconds) */
   int gems_needed;
+
   char name[MAX_LEVEL_NAME_LEN + 1];
   char author[MAX_LEVEL_AUTHOR_LEN + 1];
+
   char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
   int envelope_xsize[4], envelope_ysize[4];
+
   int score[LEVEL_SCORE_ELEMENTS];
+
   int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
   int num_yamyam_contents;
+
   int amoeba_speed;
   int amoeba_content;
+
   int time_magic_wall;
   int time_wheel;
   int time_light;
   int time_timegate;
+
+  /* values for the new EMC elements */
+  int android_move_time;
+  int android_clone_time;
+  boolean ball_random;
+  boolean ball_state_initial;
+  int ball_time;
+  int lenses_score;
+  int magnify_score;
+  int slurp_score;
+  int lenses_time;
+  int magnify_time;
+  int wind_direction_initial;
+  int ball_content[NUM_MAGIC_BALL_CONTENTS][3][3];
+  boolean android_array[16];
+
+  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;
   boolean initial_gravity;
   boolean em_slippery_gems;    /* EM style "gems slip from wall" behaviour */
+  boolean use_spring_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_last_field;    /* player blocks previous field while moving */
+  boolean sp_block_last_field; /* player blocks previous field while moving */
+
+  /* ('int' instead of 'boolean' because used as selectbox value in editor) */
+  int use_step_counter;                /* count steps instead of seconds for level */
 
   short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 
   boolean use_custom_template; /* use custom properties from template file */
 
-  boolean no_level_file;       /* set for currently undefined levels */
+  boolean no_valid_file;       /* set when level file missing or invalid */
+
+  boolean changed;             /* set when level was changed in the editor */
 };
 
 struct TapeInfo
@@ -1363,7 +1757,8 @@ struct TapeInfo
   boolean pause_before_death;
   boolean recording, playing, pausing;
   boolean fast_forward;
-  boolean index_search;
+  boolean warp_forward;
+  boolean deactivate_display;
   boolean auto_play;
   boolean auto_play_level_solved;
   boolean quick_resume;
@@ -1376,7 +1771,9 @@ struct TapeInfo
   {
     byte action[MAX_PLAYERS];
     byte delay;
-  } pos[MAX_TAPELEN];
+  } pos[MAX_TAPE_LEN];
+
+  boolean no_valid_file;       /* set when tape file missing or invalid */
 };
 
 struct GameInfo
@@ -1392,6 +1789,11 @@ struct GameInfo
   int initial_move_delay_value;
   int initial_push_delay_value;
 
+  /* flags to handle bugs in and changes between different engine versions */
+  /* (for the latest engine version, these flags should always be "FALSE") */
+  boolean use_change_when_pushing_bug;
+  boolean use_block_last_field_bug;
+
   /* variable within running game */
   int yamyam_content_nr;
   boolean magic_wall_active;
@@ -1411,12 +1813,19 @@ struct GameInfo
   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
 {
   char *autoplay_leveldir;
-  int autoplay_level_nr;
+  int autoplay_level[MAX_TAPES_PER_SET];
+  boolean autoplay_all;
+
+  char *convert_leveldir;
+  int convert_level_nr;
 
   int num_toons;
 
@@ -1429,8 +1838,11 @@ struct ElementChangeInfo
 {
   boolean can_change;          /* use or ignore this change info */
 
-  unsigned long events;                /* change events */
-  int sides;                   /* change sides */
+  boolean has_event[NUM_CHANGE_EVENTS];                /* change events */
+
+  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 */
 
@@ -1438,23 +1850,35 @@ struct ElementChangeInfo
   int delay_random;            /* added frame delay before changed (random) */
   int delay_frames;            /* either 1 (frames) or 50 (seconds; 50 fps) */
 
-  short trigger_element;       /* custom element triggering change */
+  short trigger_element;       /* element triggering change */
 
-  int content[3][3];           /* new elements after extended change */
-  boolean use_content;         /* use extended change content */
-  boolean only_complete;       /* only use complete content */
-  boolean use_random_change;   /* use random value for setting content */
-  int random;                  /* random value for setting content */
-  int power;                   /* power of extended change */
+  int target_content[3][3];    /* 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 */
+  int random_percentage;       /* random value for replacing elements */
+  int replace_when;            /* type of elements that can be replaced */
 
   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
      element -- currently only used for non-custom elements */
   void (*pre_change_function)(int x, int y);
   void (*change_function)(int x, int y);
   void (*post_change_function)(int x, int y);
 
+  short actual_trigger_element;        /* element that actually triggered change */
+  int actual_trigger_player;   /* player which actually triggered change */
+
+  boolean can_change_or_has_action;    /* can_change | has_action */
+
   /* ---------- internal values used in level editor ---------- */
 
   int direct_action;           /* change triggered by actions on element */
@@ -1466,10 +1890,25 @@ struct ElementGroupInfo
   int num_elements;                    /* number of elements in this group */
   short element[MAX_ELEMENTS_IN_GROUP];        /* list of elements in this group */
 
+  int choice_mode;             /* how to choose element from group */
+
+  /* ---------- internal values used at runtime when playing ---------- */
+
   /* the following is the same as above, but with recursively resolved group
      elements (group elements may also contain further group elements!) */
   int num_elements_resolved;
   short element_resolved[NUM_FILE_ELEMENTS];
+
+  int choice_pos;              /* current element choice position */
+};
+
+struct ElementNameInfo
+{
+  /* ---------- token and description strings ---------- */
+
+  char *token_name;            /* element token used in config files */
+  char *class_name;            /* element class used in config files */
+  char *editor_description;    /* pre-defined description for level editor */
 };
 
 struct ElementInfo
@@ -1502,22 +1941,34 @@ struct ElementInfo
   boolean use_gfx_element;     /* use custom graphic element */
   short gfx_element;           /* optional custom graphic element */
 
-  int collect_score;           /* score value for collecting */
-  int collect_count;           /* count value for collecting */
+  int access_direction;                /* accessible from which direction */
 
-  int push_delay_fixed;                /* constant frame delay for pushing */
-  int push_delay_random;       /* additional random frame delay for pushing */
-  int move_delay_fixed;                /* constant frame delay for moving */
-  int move_delay_random;       /* additional random frame delay for moving */
+  int collect_score_initial;   /* initial score value for collecting */
+  int collect_count_initial;   /* initial count value for collecting */
+
+  int push_delay_fixed;                /* constant delay before pushing */
+  int push_delay_random;       /* additional random delay before pushing */
+  int drop_delay_fixed;                /* constant delay after dropping */
+  int drop_delay_random;       /* additional random delay after dropping */
+  int move_delay_fixed;                /* constant delay after moving */
+  int move_delay_random;       /* additional random delay after moving */
 
   int move_pattern;            /* direction movable element moves to */
   int move_direction_initial;  /* initial direction element moves to */
   int move_stepsize;           /* step size element moves with */
 
+  int move_enter_element;      /* element that can be entered (and removed) */
+  int move_leave_element;      /* element that can be left behind */
+  int move_leave_type;         /* change (limited) or leave (unlimited) */
+
   int slippery_type;           /* how/where other elements slip away */
 
   int content[3][3];           /* 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 */
+  int ignition_delay;          /* delay for explosion by other explosion */
+
   struct ElementChangeInfo *change_page; /* actual list of change pages */
   struct ElementChangeInfo *change;     /* pointer to current change page */
 
@@ -1528,19 +1979,23 @@ struct ElementInfo
 
   /* ---------- internal values used at runtime when playing ---------- */
 
-  unsigned long change_events; /* bitfield for combined change events */
+  boolean has_change_event[NUM_CHANGE_EVENTS];
 
   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];
+
+  int collect_score;           /* runtime score value for collecting */
+
   /* ---------- internal values used in level editor ---------- */
 
   int access_type;             /* walkable or passable */
   int access_layer;            /* accessible over/inside/under */
+  int access_protected;                /* protection against deadly elements */
   int walk_to_action;          /* diggable/collectible/pushable */
   int smash_targets;           /* can smash player/enemies/everything */
   int deadliness;              /* deadly when running/colliding/touching */
-  int consistency;             /* indestructible/can explode */
 
   boolean can_explode_by_fire; /* element explodes by fire */
   boolean can_explode_smashed; /* element explodes when smashed */
@@ -1566,6 +2021,9 @@ struct GraphicInfo
   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 offset2_x, offset2_y;    /* x/y offset to second movement tile */
+  boolean double_movement;     /* animation has second movement tile */
+  int swap_double_tiles;       /* explicitely force or forbid tile swapping */
   int anim_frames;
   int anim_frames_per_line;
   int anim_start_frame;
@@ -1575,6 +2033,7 @@ struct GraphicInfo
   int crumbled_like;           /* element for cloning crumble graphics */
   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 anim_delay_fixed;                /* optional delay values for bored and   */
   int anim_delay_random;       /* sleeping player animations (animation */
@@ -1597,6 +2056,8 @@ struct GraphicInfo
 struct SoundInfo
 {
   boolean loop;
+  int volume;
+  int priority;
 };
 
 struct MusicInfo
@@ -1660,10 +2121,6 @@ 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;
@@ -1673,6 +2130,11 @@ extern int                       game_status;
 extern boolean                 level_editor_test_game;
 extern boolean                 network_playing;
 
+#if defined(TARGET_SDL)
+extern boolean                 network_server;
+extern SDL_Thread             *server_thread;
+#endif
+
 extern int                     key_joystick_mapping;
 
 extern boolean                 redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
@@ -1684,21 +2146,24 @@ 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                   Count[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 unsigned long           Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern unsigned long           ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern boolean                 Changed[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];
+extern short                   CheckCollision[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 short                   ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern int                     RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern int                     PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 
@@ -1727,7 +2192,7 @@ extern int                        ZX, ZY;
 extern int                     ExitX, ExitY;
 extern int                     AllPlayersGone;
 
-extern int                     TimeFrames, TimePlayed, TimeLeft;
+extern int                     TimeFrames, TimePlayed, TimeLeft, TapeTime;
 extern boolean                 SiebAktiv;
 extern int                     SiebCount;
 
@@ -1745,6 +2210,7 @@ extern struct GlobalInfo  global;
 extern struct MenuInfo         menu;
 extern struct DoorInfo         door_1, door_2;
 extern struct ElementInfo      element_info[];
+extern struct ElementNameInfo  element_name_info[];
 extern struct ElementActionInfo        element_action_info[];
 extern struct ElementDirectionInfo element_direction_info[];
 extern struct SpecialSuffixInfo special_suffix_info[];
@@ -1757,12 +2223,12 @@ extern struct MusicInfo        *music_info;
 extern struct MusicFileInfo    *music_file_info;
 extern struct HelpAnimInfo     *helpanim_info;
 extern SetupFileHash           *helptext_info;
+extern struct ConfigTypeInfo   image_config_suffix[];
+extern struct ConfigTypeInfo   sound_config_suffix[];
+extern struct ConfigTypeInfo   music_config_suffix[];
 extern struct ConfigInfo       image_config[];
 extern struct ConfigInfo       sound_config[];
 extern struct ConfigInfo       music_config[];
-extern struct ConfigInfo       image_config_suffix[];
-extern struct ConfigInfo       sound_config_suffix[];
-extern struct ConfigInfo       music_config_suffix[];
 extern struct ConfigInfo       helpanim_config[];
 extern struct ConfigInfo       helptext_config[];