rnd-20030423-1-src
[rocksndiamonds.git] / src / main.h
index be10b88c134b08bfa12ca6e0d4221ed6f7781498..f4243bf685b651c43b517eb0281993528cf8275a 100644 (file)
 
 #include "libgame/libgame.h"
 
-#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)
+#include "conf_gfx.h"  /* include auto-generated data structure definitions */
+#include "conf_snd.h"  /* include auto-generated data structure definitions */
+
+#define IMG_UNDEFINED          (-1)
+#define IMG_EMPTY              IMG_EMPTY_SPACE
+#define IMG_SP_EMPTY           IMG_SP_EMPTY_SPACE
+#define IMG_CHAR_START         IMG_CHAR_SPACE
+#define IMG_CUSTOM_START       IMG_CUSTOM_1
+
+#define SND_UNDEFINED          (-1)
+
+#define WIN_XSIZE              672
+#define WIN_YSIZE              560
+
+#define SCR_FIELDX             17
+#define SCR_FIELDY             17
+#define MAX_BUF_XSIZE          (SCR_FIELDX + 2)
+#define MAX_BUF_YSIZE          (SCR_FIELDY + 2)
+#define MIN_LEV_FIELDX         3
+#define MIN_LEV_FIELDY         3
+#define STD_LEV_FIELDX         64
+#define STD_LEV_FIELDY         32
+#define MAX_LEV_FIELDX         128
+#define MAX_LEV_FIELDY         128
+
+#define SCREENX(a)             ((a) - scroll_x)
+#define SCREENY(a)             ((a) - scroll_y)
+#define LEVELX(a)              ((a) + scroll_x)
+#define LEVELY(a)              ((a) + scroll_y)
 #define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
 #define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
 #define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
 
-/* values for 'Elementeigenschaften1' */
-#define EP_BIT_AMOEBALIVE      (1 << 0)
-#define EP_BIT_AMOEBOID                (1 << 1)
-#define EP_BIT_SCHLUESSEL      (1 << 2)
-#define EP_BIT_PFORTE          (1 << 3)
-#define EP_BIT_SOLID           (1 << 4)
-#define EP_BIT_MASSIVE         (1 << 5)
-#define EP_BIT_SLIPPERY                (1 << 6)
-#define EP_BIT_ENEMY           (1 << 7)
-#define EP_BIT_MAUER           (1 << 8)
-#define EP_BIT_CAN_FALL                (1 << 9)
-#define EP_BIT_CAN_SMASH       (1 << 10)
-#define EP_BIT_CAN_CHANGE      (1 << 11)
-#define EP_BIT_CAN_MOVE                (1 << 12)
-#define EP_BIT_COULD_MOVE      (1 << 13)
-#define EP_BIT_DONT_TOUCH      (1 << 14)
-#define EP_BIT_DONT_GO_TO      (1 << 15)
-#define EP_BIT_MAMPF2          (1 << 16)
-#define EP_BIT_CHAR            (1 << 17)
-#define EP_BIT_BD_ELEMENT      (1 << 18)
-#define EP_BIT_SB_ELEMENT      (1 << 19)
-#define EP_BIT_GEM             (1 << 20)
-#define EP_BIT_INACTIVE                (1 << 21)
-#define EP_BIT_EXPLOSIVE       (1 << 22)
-#define EP_BIT_MAMPF3          (1 << 23)
-#define EP_BIT_PUSHABLE                (1 << 24)
-#define EP_BIT_PLAYER          (1 << 25)
-#define EP_BIT_HAS_CONTENT     (1 << 26)
-#define EP_BIT_EATABLE         (1 << 27)
-#define EP_BIT_SP_ELEMENT      (1 << 28)
-#define EP_BIT_QUICK_GATE      (1 << 29)
-#define EP_BIT_OVER_PLAYER     (1 << 30)
-#define EP_BIT_ACTIVE_BOMB     (1 << 31)
-
-/* values for 'Elementeigenschaften2' */
-#define EP_BIT_BELT            (1 << 0)
-#define EP_BIT_BELT_SWITCH     (1 << 1)
-#define EP_BIT_TUBE            (1 << 2)
-#define EP_BIT_EM_SLIPPERY_WALL        (1 << 3)
-
-#define IS_AMOEBALIVE(e)       (Elementeigenschaften1[e] & EP_BIT_AMOEBALIVE)
-#define IS_AMOEBOID(e)         (Elementeigenschaften1[e] & EP_BIT_AMOEBOID)
-#define IS_SCHLUESSEL(e)       (Elementeigenschaften1[e] & EP_BIT_SCHLUESSEL)
-#define IS_PFORTE(e)           (Elementeigenschaften1[e] & EP_BIT_PFORTE)
-#define IS_SOLID(e)            (Elementeigenschaften1[e] & EP_BIT_SOLID)
-#define IS_MASSIVE(e)          (Elementeigenschaften1[e] & EP_BIT_MASSIVE)
-#define IS_SLIPPERY(e)         (Elementeigenschaften1[e] & EP_BIT_SLIPPERY)
-#define IS_ENEMY(e)            (Elementeigenschaften1[e] & EP_BIT_ENEMY)
-#define IS_MAUER(e)            (Elementeigenschaften1[e] & EP_BIT_MAUER)
-#define CAN_FALL(e)            (Elementeigenschaften1[e] & EP_BIT_CAN_FALL)
-#define CAN_SMASH(e)           (Elementeigenschaften1[e] & EP_BIT_CAN_SMASH)
-#define CAN_CHANGE(e)          (Elementeigenschaften1[e] & EP_BIT_CAN_CHANGE)
-#define CAN_MOVE(e)            (Elementeigenschaften1[e] & EP_BIT_CAN_MOVE)
-#define COULD_MOVE(e)          (Elementeigenschaften1[e] & EP_BIT_COULD_MOVE)
-#define DONT_TOUCH(e)          (Elementeigenschaften1[e] & EP_BIT_DONT_TOUCH)
-#define DONT_GO_TO(e)          (Elementeigenschaften1[e] & EP_BIT_DONT_GO_TO)
-#define IS_MAMPF2(e)           (Elementeigenschaften1[e] & EP_BIT_MAMPF2)
-#define IS_CHAR(e)             (Elementeigenschaften1[e] & EP_BIT_CHAR)
-#define IS_BD_ELEMENT(e)       (Elementeigenschaften1[e] & EP_BIT_BD_ELEMENT)
-#define IS_SB_ELEMENT(e)       (Elementeigenschaften1[e] & EP_BIT_SB_ELEMENT)
-#define IS_GEM(e)              (Elementeigenschaften1[e] & EP_BIT_GEM)
-#define IS_INACTIVE(e)         (Elementeigenschaften1[e] & EP_BIT_INACTIVE)
-#define IS_EXPLOSIVE(e)                (Elementeigenschaften1[e] & EP_BIT_EXPLOSIVE)
-#define IS_MAMPF3(e)           (Elementeigenschaften1[e] & EP_BIT_MAMPF3)
-#define IS_PUSHABLE(e)         (Elementeigenschaften1[e] & EP_BIT_PUSHABLE)
-#define ELEM_IS_PLAYER(e)      (Elementeigenschaften1[e] & EP_BIT_PLAYER)
-#define HAS_CONTENT(e)         (Elementeigenschaften1[e] & EP_BIT_HAS_CONTENT)
-#define IS_EATABLE(e)          (Elementeigenschaften1[e] & EP_BIT_EATABLE)
-#define IS_SP_ELEMENT(e)       (Elementeigenschaften1[e] & EP_BIT_SP_ELEMENT)
-#define IS_QUICK_GATE(e)       (Elementeigenschaften1[e] & EP_BIT_QUICK_GATE)
-#define IS_OVER_PLAYER(e)      (Elementeigenschaften1[e] & EP_BIT_OVER_PLAYER)
-#define IS_ACTIVE_BOMB(e)      (Elementeigenschaften1[e] & EP_BIT_ACTIVE_BOMB)
-#define IS_BELT(e)             (Elementeigenschaften2[e] & EP_BIT_BELT)
-#define IS_BELT_SWITCH(e)      (Elementeigenschaften2[e] & EP_BIT_BELT_SWITCH)
-#define IS_TUBE(e)             (Elementeigenschaften2[e] & EP_BIT_TUBE)
-#define IS_EM_SLIPPERY_WALL(e) (Elementeigenschaften2[e] & EP_BIT_EM_SLIPPERY_WALL)
+/* values for base properties (storable) */
+#define EP_AMOEBALIVE          0
+#define EP_AMOEBOID            1
+#define EP_CAN_BE_CRUMBLED     2
+#define EP_KEYGATE             3
+#define EP_HISTORIC_SOLID      4
+#define EP_INDESTRUCTIBLE      5
+#define EP_SLIPPERY            6
+#define EP_ENEMY               7
+#define EP_HISTORIC_WALL       8
+#define EP_CAN_FALL            9
+#define EP_CAN_SMASH           10
+#define EP_CAN_CHANGE          11
+#define EP_CAN_MOVE            12
+#define EP_COULD_MOVE          13
+#define EP_DONT_TOUCH          14
+#define EP_DONT_GO_TO          15
+#define EP_FOOD_DARK_YAMYAM    16
+#define EP_EM_SLIPPERY_WALL    17
+#define EP_BD_ELEMENT          18
+#define EP_SB_ELEMENT          19
+#define EP_GEM                 20
+#define EP_INACTIVE            21
+#define EP_EXPLOSIVE           22
+#define EP_FOOD_PENGUIN                23
+#define EP_PUSHABLE            24
+#define EP_PLAYER              25
+#define EP_WALKABLE_OVER       26
+#define EP_WALKABLE_INSIDE     27
+#define EP_WALKABLE_UNDER      28
+#define EP_PASSABLE_OVER       29
+#define EP_PASSABLE_INSIDE     30
+#define EP_PASSABLE_UNDER      31
+
+/* values for runtime properties (non-storable) */
+#define EP_ACCESSIBLE_OVER     32
+#define EP_ACCESSIBLE_INSIDE   33
+#define EP_ACCESSIBLE_UNDER    34
+#define EP_WALKABLE            35
+#define EP_PASSABLE            36
+#define EP_ACCESSIBLE          37
+#define EP_DIGGABLE            38
+#define EP_COLLECTIBLE         39
+#define EP_ACTIVE_BOMB         40
+#define EP_BELT                        41
+#define EP_BELT_ACTIVE         42
+#define EP_BELT_SWITCH         43
+#define EP_SP_ELEMENT          44
+#define EP_HAS_CONTENT         45
+#define EP_TUBE                        46
+#define EP_WALL                        47
+
+#define NUM_ELEMENT_PROPERTIES 48
+
+#define NUM_EP_BITFIELDS       ((NUM_ELEMENT_PROPERTIES + 31) / 32)
+#define EP_BITFIELD_BASE       0
+
+#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)) : \
+                                (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
+
+/* macros for base properties */
+#define IS_AMOEBALIVE(e)       HAS_PROPERTY(e, EP_AMOEBALIVE)
+#define IS_AMOEBOID(e)         HAS_PROPERTY(e, EP_AMOEBOID)
+#define CAN_BE_CRUMBLED(e)     HAS_PROPERTY(e, EP_CAN_BE_CRUMBLED)
+#define IS_KEYGATE(e)          HAS_PROPERTY(e, EP_KEYGATE)
+#define IS_HISTORIC_SOLID(e)   HAS_PROPERTY(e, EP_HISTORIC_SOLID)
+#define IS_INDESTRUCTIBLE(e)   HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
+#define IS_SLIPPERY(e)         HAS_PROPERTY(e, EP_SLIPPERY)
+#define IS_ENEMY(e)            HAS_PROPERTY(e, EP_ENEMY)
+#define IS_HISTORIC_WALL(e)    HAS_PROPERTY(e, EP_HISTORIC_WALL)
+#define CAN_FALL(e)            HAS_PROPERTY(e, EP_CAN_FALL)
+#define CAN_SMASH(e)           HAS_PROPERTY(e, EP_CAN_SMASH)
+#define CAN_CHANGE(e)          HAS_PROPERTY(e, EP_CAN_CHANGE)
+#define CAN_MOVE(e)            HAS_PROPERTY(e, EP_CAN_MOVE)
+#define COULD_MOVE(e)          HAS_PROPERTY(e, EP_COULD_MOVE)
+#define DONT_TOUCH(e)          HAS_PROPERTY(e, EP_DONT_TOUCH)
+#define DONT_GO_TO(e)          HAS_PROPERTY(e, EP_DONT_GO_TO)
+#define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
+#define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
+#define IS_BD_ELEMENT(e)       HAS_PROPERTY(e, EP_BD_ELEMENT)
+#define IS_SB_ELEMENT(e)       HAS_PROPERTY(e, EP_SB_ELEMENT)
+#define IS_GEM(e)              HAS_PROPERTY(e, EP_GEM)
+#define IS_INACTIVE(e)         HAS_PROPERTY(e, EP_INACTIVE)
+#define IS_EXPLOSIVE(e)                HAS_PROPERTY(e, EP_EXPLOSIVE)
+#define IS_FOOD_PENGUIN(e)     HAS_PROPERTY(e, EP_FOOD_PENGUIN)
+#define IS_PUSHABLE(e)         HAS_PROPERTY(e, EP_PUSHABLE)
+#define ELEM_IS_PLAYER(e)      HAS_PROPERTY(e, EP_PLAYER)
+#define IS_WALKABLE_OVER(e)    HAS_PROPERTY(e, EP_WALKABLE_OVER)
+#define IS_WALKABLE_INSIDE(e)  HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
+#define IS_WALKABLE_UNDER(e)   HAS_PROPERTY(e, EP_WALKABLE_UNDER)
+#define IS_PASSABLE_OVER(e)    HAS_PROPERTY(e, EP_PASSABLE_OVER)
+#define IS_PASSABLE_INSIDE(e)  HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
+#define IS_PASSABLE_UNDER(e)   HAS_PROPERTY(e, EP_PASSABLE_UNDER)
+
+/* macros for runtime properties */
+#define IS_ACCESSIBLE_OVER(e)  HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
+#define IS_ACCESSIBLE_INSIDE(e)        HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
+#define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
+#define IS_WALKABLE(e)         HAS_PROPERTY(e, EP_WALKABLE)
+#define IS_PASSABLE(e)         HAS_PROPERTY(e, EP_PASSABLE)
+#define IS_ACCESSIBLE(e)       HAS_PROPERTY(e, EP_ACCESSIBLE)
+#define IS_DIGGABLE(e)         HAS_PROPERTY(e, EP_DIGGABLE)
+#define IS_COLLECTIBLE(e)      HAS_PROPERTY(e, EP_COLLECTIBLE)
+#define IS_ACTIVE_BOMB(e)      HAS_PROPERTY(e, EP_ACTIVE_BOMB)
+#define IS_BELT(e)             HAS_PROPERTY(e, EP_BELT)
+#define IS_BELT_ACTIVE(e)      HAS_PROPERTY(e, EP_BELT_ACTIVE)
+#define IS_BELT_SWITCH(e)      HAS_PROPERTY(e, EP_BELT_SWITCH)
+#define IS_SP_ELEMENT(e)       HAS_PROPERTY(e, EP_SP_ELEMENT)
+#define HAS_CONTENT(e)         HAS_PROPERTY(e, EP_HAS_CONTENT)
+#define IS_TUBE(e)             HAS_PROPERTY(e, EP_TUBE)
+#define IS_WALL(e)             HAS_PROPERTY(e, EP_WALL)
+
+#define IS_CUSTOM_ELEMENT(e)   ((e) >= EL_CUSTOM_START &&      \
+                                (e) <= EL_CUSTOM_END)
 
 #define IS_PLAYER(x,y)         (ELEM_IS_PLAYER(StorePlayer[x][y]))
 
 #define IS_FALLING(x,y)                (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
 #define IS_BLOCKED(x,y)                (Feld[x][y] == EL_BLOCKED)
 
-#define EL_CHANGED(e)          ((e) == EL_FELSBROCKEN    ? EL_EMERALD :  \
-                                (e) == EL_BD_ROCK        ? EL_EDELSTEIN_BD : \
+#define EL_CHANGED(e)          ((e) == EL_ROCK           ? EL_EMERALD :    \
+                                (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
                                 (e) == EL_EMERALD        ? EL_DIAMOND :    \
-                                (e) == EL_EDELSTEIN_YELLOW ? EL_DIAMOND :    \
-                                (e) == EL_EDELSTEIN_RED  ? EL_DIAMOND :    \
-                                (e) == EL_EDELSTEIN_PURPLE ? EL_DIAMOND :    \
-                                EL_FELSBROCKEN)
-#define EL_CHANGED2(e)         ((e) == EL_FELSBROCKEN ? EL_EDELSTEIN_BD :  \
-                                (e) == EL_BD_ROCK     ? EL_EDELSTEIN_BD : \
+                                (e) == EL_EMERALD_YELLOW ? EL_DIAMOND :    \
+                                (e) == EL_EMERALD_RED    ? EL_DIAMOND :    \
+                                (e) == EL_EMERALD_PURPLE ? EL_DIAMOND :    \
+                                EL_ROCK)
+#define EL_CHANGED2(e)         ((e) == EL_ROCK           ? EL_BD_DIAMOND : \
+                                (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
                                 EL_BD_ROCK)
 #define IS_DRAWABLE(e)         ((e) < EL_BLOCKED)
 #define IS_NOT_DRAWABLE(e)     ((e) >= EL_BLOCKED)
 #define TAPE_IS_EMPTY(x)       ((x).length == 0)
 #define TAPE_IS_STOPPED(x)     (!(x).recording && !(x).playing)
 
-#define PLAYERINFO(x,y)                (&stored_player[StorePlayer[x][y]-EL_SPIELER1])
-#define SHIELD_ON(p)           ((p)->shield_passive_time_left > 0)
-#define PROTECTED_FIELD(x,y)   (IS_TUBE(Feld[x][y]))
+#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 PLAYER_NR_GFX(g,i)     ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
+
+#define ANIM_FRAMES(g)         (graphic_info[g].anim_frames)
+#define ANIM_DELAY(g)          (graphic_info[g].anim_delay)
+#define ANIM_MODE(g)           (graphic_info[g].anim_mode)
+
+#define IS_ANIMATED(g)         (ANIM_FRAMES(g) > 1)
+#define IS_NEW_DELAY(f, g)     ((f) % ANIM_DELAY(g) == 0)
+#define IS_NEW_FRAME(f, g)     (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
+#define IS_NEXT_FRAME(f, g)    (IS_NEW_FRAME(f, g) && (f) > 0)
+
+#define IS_LOOP_SOUND(s)       (sound_info[s].loop)
+
+
+#if 0
+
+/* Bitmaps with graphic file */
+#define PIX_BACK               0
+#define PIX_DOOR               1
+#define PIX_TOONS              2
+#define PIX_FONT_BIG           3
+#define PIX_FONT_SMALL         4
+#define PIX_FONT_MEDIUM                5
+#define PIX_FONT_EM            6
+/* Bitmaps without graphic file */
+#define PIX_DB_DOOR            7
+#define PIX_DB_FIELD           8
+
+#define NUM_PICTURES           7
+#define NUM_BITMAPS            9
+
+#else
+
 /* Bitmaps with graphic file */
 #define PIX_BACK               0
 #define PIX_ELEMENTS           1
 #define PIX_SP                 5
 #define PIX_DC                 6
 #define PIX_MORE               7
-#define        PIX_FONT_BIG            8
+#define PIX_FONT_BIG           8
 #define PIX_FONT_SMALL         9
 #define PIX_FONT_MEDIUM                10
 #define PIX_FONT_EM            11
 #define NUM_PICTURES           12
 #define NUM_BITMAPS            14
 
+#endif
+
 /* boundaries of arrays etc. */
 #define MAX_LEVEL_NAME_LEN     32
 #define MAX_LEVEL_AUTHOR_LEN   32
 #define MAX_TAPELEN            (1000 * 50)     /* max. time * framerate */
 #define MAX_SCORE_ENTRIES      100
+#if 0
 #define MAX_ELEMENTS           700             /* 500 static + 200 runtime */
 #define MAX_GRAPHICS           1536            /* see below: NUM_TILES */
+#endif
 #define MAX_NUM_AMOEBA         100
 
 /* values for elements with content */
 #define VXSIZE                 DXSIZE
 #define VYSIZE                 100
 #define EXSIZE                 DXSIZE
-#define EYSIZE                 (VXSIZE + 44)
+#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_YPOS          (SX + 12 * TILEY - MICRO_TILEY)
 #define MICROLABEL_YPOS                (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
 
-#define MINI_GFX_STARTX                0
-#define MINI_GFX_STARTY                448
-#define MICRO_GFX_STARTX       384
-#define MICRO_GFX_STARTY       448
-#define GFX_PER_LINE           16
-#define MINI_GFX_PER_LINE      16
-#define MICRO_GFX_PER_LINE     16
-
-#define MINI_FONT_STARTX       0
-#define MINI_FONT_STARTY       128
-#define MICRO_FONT_STARTX      408
-#define MICRO_FONT_STARTY      128
-
-#define HEROES_PER_LINE                16
-
-#define MINI_SP_STARTX         0
-#define MINI_SP_STARTY         512
-#define MICRO_SP_STARTX                384
-#define MICRO_SP_STARTY                512
-#define SP_PER_LINE            16
-#define MINI_SP_PER_LINE       16
-#define MICRO_SP_PER_LINE      16
-
-#define MINI_DC_STARTX         0
-#define MINI_DC_STARTY         512
-#define MICRO_DC_STARTX                384
-#define MICRO_DC_STARTY                512
-#define DC_PER_LINE            16
-#define MINI_DC_PER_LINE       16
-#define MICRO_DC_PER_LINE      16
-
-#define MINI_MORE_STARTX       0
-#define MINI_MORE_STARTY       256
-#define MICRO_MORE_STARTX      384
-#define MICRO_MORE_STARTY      256
-#define MORE_PER_LINE          16
-#define MINI_MORE_PER_LINE     16
-#define MICRO_MORE_PER_LINE    16
-
-/* game elements:
-**       0 <= element < xxx: real elements, stored in level file
-**      xxx <= element < yyy: flag elements, only used at runtime
-*/
-/* "real" level elements */
-#define EL_EMPTY_SPACE         0
-#define EL_EMPTY               EL_EMPTY_SPACE
-#define        EL_SAND                 1
-#define        EL_WALL                 2
-#define        EL_WALL_CRUMBLED        3
-#define        EL_ROCK                 4
-#define        EL_KEY                  5
-#define        EL_EMERALD              6
-#define        EL_EXIT_CLOSED          7
-#define        EL_PLAYER               8
-#define EL_BUG                 9
-#define EL_SPACESHIP           10
-#define EL_YAMYAM              11
-#define EL_ROBOT               12
-#define EL_STEELWALL           13
-#define EL_DIAMOND             14
-#define EL_AMOEBA_DEAD         15
-#define EL_QUICKSAND_EMPTY     16
-#define EL_QUICKSAND_FULL      17
-#define EL_AMOEBA_DROP         18
-#define EL_BOMB                        19
-#define EL_MAGIC_WALL          20
-#define EL_SPEED_PILL          21
-#define EL_ACID                        22
-#define EL_AMOEBA_WET          23
-#define EL_AMOEBA_DRY          24
-#define EL_NUT                 25
-#define EL_GAMEOFLIFE          26
-#define EL_BIOMAZE             27
-#define EL_DYNAMITE_ACTIVE     28
-#define EL_STONEBLOCK          29
-#define EL_ROBOT_WHEEL         30
-#define EL_ROBOT_WHEEL_ACTIVE  31
-#define EL_KEY1                        32
-#define EL_KEY2                        33
-#define EL_KEY3                        34
-#define EL_KEY4                        35
-#define EL_GATE1               36
-#define EL_GATE2               37
-#define EL_GATE3               38
-#define EL_GATE4               39
-#define EL_GATE1_GRAY          40
-#define EL_GATE2_GRAY          41
-#define EL_GATE3_GRAY          42
-#define EL_GATE4_GRAY          43
-#define EL_DYNAMITE            44
-#define EL_PACMAN              45
-#define EL_INVISIBLE_WALL      46
-#define EL_LAMP                        47
-#define EL_LAMP_ACTIVE         48
-#define EL_WALL_EMERALD                49
-#define EL_WALL_DIAMOND                50
-#define EL_AMOEBA_FULL         51
-#define EL_BD_AMOEBA           52
-#define EL_TIME_ORB_FULL       53
-#define EL_TIME_ORB_EMPTY      54
-#define EL_MAUER_LEBT          55
-#define EL_EDELSTEIN_BD                56
-#define EL_EDELSTEIN_YELLOW    57
-#define EL_WALL_BD_DIAMOND     58
-#define EL_WALL_EMERALD_YELLOW 59
-#define EL_DARK_YAMYAM         60
-#define EL_MAGIC_WALL_BD_OFF   61
-#define EL_INVISIBLE_STEEL     62
-
-#define EL_UNUSED_63           63
-
-#define EL_DYNABOMB_NR         64
-#define EL_DYNABOMB_SZ         65
-#define EL_DYNABOMB_XL         66
-#define EL_SOKOBAN_OBJEKT      67
-#define EL_SOKOBAN_FELD_LEER   68
-#define EL_SOKOBAN_FELD_VOLL   69
-#define EL_BUTTERFLY_RIGHT     70
-#define EL_BUTTERFLY_UP                71
-#define EL_BUTTERFLY_LEFT      72
-#define EL_BUTTERFLY_DOWN      73
-#define EL_FIREFLY_RIGHT       74
-#define EL_FIREFLY_UP          75
-#define EL_FIREFLY_LEFT                76
-#define EL_FIREFLY_DOWN                77
-#define EL_BUTTERFLY_1         EL_BUTTERFLY_DOWN
-#define EL_BUTTERFLY_2         EL_BUTTERFLY_LEFT
-#define EL_BUTTERFLY_3         EL_BUTTERFLY_UP
-#define EL_BUTTERFLY_4         EL_BUTTERFLY_RIGHT
-#define EL_FIREFLY_1           EL_FIREFLY_LEFT
-#define EL_FIREFLY_2           EL_FIREFLY_DOWN
-#define EL_FIREFLY_3           EL_FIREFLY_RIGHT
-#define EL_FIREFLY_4           EL_FIREFLY_UP
-#define EL_BUTTERFLY           78
-#define EL_FIREFLY             79
-#define EL_SPIELER1            80
-#define EL_SPIELER2            81
-#define EL_SPIELER3            82
-#define EL_SPIELER4            83
-#define EL_BUG_RIGHT           84
-#define EL_BUG_UP              85
-#define EL_BUG_LEFT            86
-#define EL_BUG_DOWN            87
-#define EL_SPACESHIP_RIGHT     88
-#define EL_SPACESHIP_UP                89
-#define EL_SPACESHIP_LEFT      90
-#define EL_SPACESHIP_DOWN      91
-#define EL_PACMAN_RIGHT                92
-#define EL_PACMAN_UP           93
-#define EL_PACMAN_LEFT         94
-#define EL_PACMAN_DOWN         95
-#define EL_EDELSTEIN_RED       96
-#define EL_EDELSTEIN_PURPLE    97
-#define EL_WALL_EMERALD_RED    98
-#define EL_WALL_EMERALD_PURPLE 99
-#define EL_ACIDPOOL_TOPLEFT    100
-#define EL_ACIDPOOL_TOPRIGHT   101
-#define EL_ACIDPOOL_BOTTOMLEFT 102
-#define EL_ACIDPOOL_BOTTOM     103
-#define EL_ACIDPOOL_BOTTOMRIGHT        104
-#define EL_BD_WALL             105
-#define EL_BD_ROCK             106
-#define EL_EXIT_OPEN           107
-#define EL_BLACK_ORB           108
-#define EL_AMOEBA2DIAM         109
-#define EL_MOLE                        110
-#define EL_PINGUIN             111
-#define EL_SONDE               112
-#define EL_PFEIL_LEFT          113
-#define EL_PFEIL_RIGHT         114
-#define EL_PFEIL_UP            115
-#define EL_PFEIL_DOWN          116
-#define EL_SCHWEIN             117
-#define EL_DRACHE              118
-
-#define EL_EM_KEY1_FILE                119
-
-#define EL_CHAR_START          120
-#define EL_CHAR_ASCII0         (EL_CHAR_START-32)
-#define EL_CHAR_AUSRUF         (EL_CHAR_ASCII0+33)
-#define EL_CHAR_ZOLL           (EL_CHAR_ASCII0+34)
-#define EL_CHAR_RAUTE          (EL_CHAR_ASCII0+35)
-#define EL_CHAR_DOLLAR         (EL_CHAR_ASCII0+36)
-#define EL_CHAR_PROZ           (EL_CHAR_ASCII0+37)
-#define EL_CHAR_AMPERSAND      (EL_CHAR_ASCII0+38)
-#define EL_CHAR_APOSTR         (EL_CHAR_ASCII0+39)
-#define EL_CHAR_KLAMM1         (EL_CHAR_ASCII0+40)
-#define EL_CHAR_KLAMM2         (EL_CHAR_ASCII0+41)
-#define EL_CHAR_MULT           (EL_CHAR_ASCII0+42)
-#define EL_CHAR_PLUS           (EL_CHAR_ASCII0+43)
-#define EL_CHAR_KOMMA          (EL_CHAR_ASCII0+44)
-#define EL_CHAR_MINUS          (EL_CHAR_ASCII0+45)
-#define EL_CHAR_PUNKT          (EL_CHAR_ASCII0+46)
-#define EL_CHAR_SLASH          (EL_CHAR_ASCII0+47)
-#define EL_CHAR_0              (EL_CHAR_ASCII0+48)
-#define EL_CHAR_9              (EL_CHAR_ASCII0+57)
-#define EL_CHAR_DOPPEL         (EL_CHAR_ASCII0+58)
-#define EL_CHAR_SEMIKL         (EL_CHAR_ASCII0+59)
-#define EL_CHAR_LT             (EL_CHAR_ASCII0+60)
-#define EL_CHAR_GLEICH         (EL_CHAR_ASCII0+61)
-#define EL_CHAR_GT             (EL_CHAR_ASCII0+62)
-#define EL_CHAR_FRAGE          (EL_CHAR_ASCII0+63)
-#define EL_CHAR_AT             (EL_CHAR_ASCII0+64)
-#define EL_CHAR_A              (EL_CHAR_ASCII0+65)
-#define EL_CHAR_Z              (EL_CHAR_ASCII0+90)
-#define EL_CHAR_AE             (EL_CHAR_ASCII0+91)
-#define EL_CHAR_OE             (EL_CHAR_ASCII0+92)
-#define EL_CHAR_UE             (EL_CHAR_ASCII0+93)
-#define EL_CHAR_COPY           (EL_CHAR_ASCII0+94)
-#define EL_CHAR_END            (EL_CHAR_START+79)
-
-#define EL_CHAR(x)             ((x) == 'Ä' ? EL_CHAR_AE : \
-                                (x) == 'Ö' ? EL_CHAR_OE : \
-                                (x) == 'Ü' ? EL_CHAR_UE : \
-                                EL_CHAR_A + (x) - 'A')
-
-#define EL_MAUER_X             200
-#define EL_MAUER_Y             201
-#define EL_MAUER_XY            202
-
-#define EL_EM_GATE1            203
-#define EL_EM_GATE2            204
-#define EL_EM_GATE3            205
-#define EL_EM_GATE4            206
-
-#define EL_EM_KEY2_FILE                207
-#define EL_EM_KEY3_FILE                208
-#define EL_EM_KEY4_FILE                209
-
-#define EL_SP_START            210
-#define EL_SP_EMPTY            (EL_SP_START + 0)
-#define EL_SP_ZONK             (EL_SP_START + 1)
-#define EL_SP_BASE             (EL_SP_START + 2)
-#define EL_SP_MURPHY           (EL_SP_START + 3)
-#define EL_SP_INFOTRON         (EL_SP_START + 4)
-#define EL_SP_CHIP_SINGLE      (EL_SP_START + 5)
-#define EL_SP_HARD_GRAY                (EL_SP_START + 6)
-#define EL_SP_EXIT             (EL_SP_START + 7)
-#define EL_SP_DISK_ORANGE      (EL_SP_START + 8)
-#define EL_SP_PORT1_RIGHT      (EL_SP_START + 9)
-#define EL_SP_PORT1_DOWN       (EL_SP_START + 10)
-#define EL_SP_PORT1_LEFT       (EL_SP_START + 11)
-#define EL_SP_PORT1_UP         (EL_SP_START + 12)
-#define EL_SP_PORT2_RIGHT      (EL_SP_START + 13)
-#define EL_SP_PORT2_DOWN       (EL_SP_START + 14)
-#define EL_SP_PORT2_LEFT       (EL_SP_START + 15)
-#define EL_SP_PORT2_UP         (EL_SP_START + 16)
-#define EL_SP_SNIKSNAK         (EL_SP_START + 17)
-#define EL_SP_DISK_YELLOW      (EL_SP_START + 18)
-#define EL_SP_TERMINAL         (EL_SP_START + 19)
-#define EL_SP_DISK_RED         (EL_SP_START + 20)
-#define EL_SP_PORT_Y           (EL_SP_START + 21)
-#define EL_SP_PORT_X           (EL_SP_START + 22)
-#define EL_SP_PORT_XY          (EL_SP_START + 23)
-#define EL_SP_ELECTRON         (EL_SP_START + 24)
-#define EL_SP_BUG              (EL_SP_START + 25)
-#define EL_SP_CHIP_LEFT                (EL_SP_START + 26)
-#define EL_SP_CHIP_RIGHT       (EL_SP_START + 27)
-#define EL_SP_HARD_BASE1       (EL_SP_START + 28)
-#define EL_SP_HARD_GREEN       (EL_SP_START + 29)
-#define EL_SP_HARD_BLUE                (EL_SP_START + 30)
-#define EL_SP_HARD_RED         (EL_SP_START + 31)
-#define EL_SP_HARD_YELLOW      (EL_SP_START + 32)
-#define EL_SP_HARD_BASE2       (EL_SP_START + 33)
-#define EL_SP_HARD_BASE3       (EL_SP_START + 34)
-#define EL_SP_HARD_BASE4       (EL_SP_START + 35)
-#define EL_SP_HARD_BASE5       (EL_SP_START + 36)
-#define EL_SP_HARD_BASE6       (EL_SP_START + 37)
-#define EL_SP_CHIP_UPPER       (EL_SP_START + 38)
-#define EL_SP_CHIP_LOWER       (EL_SP_START + 39)
-#define EL_SP_END              (EL_SP_START + 39)
-
-#define EL_EM_GATE1_GRAY       250
-#define EL_EM_GATE2_GRAY       251
-#define EL_EM_GATE3_GRAY       252
-#define EL_EM_GATE4_GRAY       253
-
-#define EL_UNUSED_254          254
-#define EL_UNUSED_255          255
-
-#define EL_PEARL               256
-#define EL_CRYSTAL             257
-#define EL_WALL_PEARL          258
-#define EL_WALL_CRYSTAL                259
-#define EL_DOOR_WHITE          260
-#define EL_DOOR_WHITE_GRAY     261
-#define EL_KEY_WHITE           262
-#define EL_SHIELD_PASSIVE      263
-#define EL_EXTRA_TIME          264
-#define EL_SWITCHGATE_OPEN     265
-#define EL_SWITCHGATE_CLOSED   266
-#define EL_SWITCHGATE_SWITCH_1 267
-#define EL_SWITCHGATE_SWITCH_2 268
-
-#define EL_UNUSED_269          269
-#define EL_UNUSED_270          270
-
-#define EL_BELT1_LEFT          271
-#define EL_BELT1_MIDDLE                272
-#define EL_BELT1_RIGHT         273
-#define EL_BELT1_SWITCH_LEFT   274
-#define EL_BELT1_SWITCH_MIDDLE 275
-#define EL_BELT1_SWITCH_RIGHT  276
-#define EL_BELT2_LEFT          277
-#define EL_BELT2_MIDDLE                278
-#define EL_BELT2_RIGHT         279
-#define EL_BELT2_SWITCH_LEFT   280
-#define EL_BELT2_SWITCH_MIDDLE 281
-#define EL_BELT2_SWITCH_RIGHT  282
-#define EL_BELT3_LEFT          283
-#define EL_BELT3_MIDDLE                284
-#define EL_BELT3_RIGHT         285
-#define EL_BELT3_SWITCH_LEFT   286
-#define EL_BELT3_SWITCH_MIDDLE 287
-#define EL_BELT3_SWITCH_RIGHT  288
-#define EL_BELT4_LEFT          289
-#define EL_BELT4_MIDDLE                290
-#define EL_BELT4_RIGHT         291
-#define EL_BELT4_SWITCH_LEFT   292
-#define EL_BELT4_SWITCH_MIDDLE 293
-#define EL_BELT4_SWITCH_RIGHT  294
-#define EL_LANDMINE            295
-#define EL_ENVELOPE            296
-#define EL_LIGHT_SWITCH_OFF    297
-#define EL_LIGHT_SWITCH_ON     298
-#define EL_SIGN_EXCLAMATION    299
-#define EL_SIGN_RADIOACTIVITY  300
-#define EL_SIGN_STOP           301
-#define EL_SIGN_WHEELCHAIR     302
-#define EL_SIGN_PARKING                303
-#define EL_SIGN_ONEWAY         304
-#define EL_SIGN_HEART          305
-#define EL_SIGN_TRIANGLE       306
-#define EL_SIGN_ROUND          307
-#define EL_SIGN_EXIT           308
-#define EL_SIGN_YINYANG                309
-#define EL_SIGN_OTHER          310
-#define EL_MOLE_LEFT           311
-#define EL_MOLE_RIGHT          312
-#define EL_MOLE_UP             313
-#define EL_MOLE_DOWN           314
-#define EL_STEEL_SLANTED       315
-#define EL_SAND_INVISIBLE      316
-#define EL_DX_UNKNOWN_15       317
-#define EL_DX_UNKNOWN_42       318
-
-#define EL_UNUSED_319          319
-#define EL_UNUSED_320          320
-
-#define EL_SHIELD_ACTIVE       321
-#define EL_TIMEGATE_OPEN       322
-#define EL_TIMEGATE_CLOSED     323
-#define EL_TIMEGATE_SWITCH_ON  324
-#define EL_TIMEGATE_SWITCH_OFF 325
-
-#define EL_BALLOON             326
-#define EL_BALLOON_SEND_LEFT   327
-#define EL_BALLOON_SEND_RIGHT  328
-#define EL_BALLOON_SEND_UP     329
-#define EL_BALLOON_SEND_DOWN   330
-#define EL_BALLOON_SEND_ANY    331
-
-#define EL_EMC_STEEL_WALL_1    332
-#define EL_EMC_STEEL_WALL_2    333
-#define EL_EMC_STEEL_WALL_3    334
-#define EL_EMC_STEEL_WALL_4    335
-#define EL_EMC_WALL_1          336
-#define EL_EMC_WALL_2          337
-#define EL_EMC_WALL_3          338
-#define EL_EMC_WALL_4          339
-#define EL_EMC_WALL_5          340
-#define EL_EMC_WALL_6          341
-#define EL_EMC_WALL_7          342
-#define EL_EMC_WALL_8          343
-
-#define EL_TUBE_CROSS          344
-#define EL_TUBE_VERTICAL       345
-#define EL_TUBE_HORIZONTAL     346
-#define EL_TUBE_VERT_LEFT      347
-#define EL_TUBE_VERT_RIGHT     348
-#define EL_TUBE_HORIZ_UP       349
-#define EL_TUBE_HORIZ_DOWN     350
-#define EL_TUBE_LEFT_UP                351
-#define EL_TUBE_LEFT_DOWN      352
-#define EL_TUBE_RIGHT_UP       353
-#define EL_TUBE_RIGHT_DOWN     354
-#define EL_SPRING              355
-#define EL_TRAP_INACTIVE       356
-#define EL_DX_SUPABOMB         357
-
-#define NUM_FILE_ELEMENTS      358
+
+/* "real" level file elements */
+#define EL_UNDEFINED                   -1
+
+#define EL_EMPTY_SPACE                 0
+#define EL_EMPTY                       EL_EMPTY_SPACE
+#define EL_SAND                                1
+#define EL_WALL                                2
+#define EL_WALL_CRUMBLED               3
+#define EL_ROCK                                4
+#define EL_KEY_OBSOLETE                        5 /* obsolete; mapped to EL_KEY_1 */
+#define EL_EMERALD                     6
+#define EL_EXIT_CLOSED                 7
+#define EL_PLAYER_OBSOLETE             8 /* obsolete; mapped to EL_PLAYER_1 */
+#define EL_BUG                         9
+#define EL_SPACESHIP                   10
+#define EL_YAMYAM                      11
+#define EL_ROBOT                       12
+#define EL_STEELWALL                   13
+#define EL_DIAMOND                     14
+#define EL_AMOEBA_DEAD                 15
+#define EL_QUICKSAND_EMPTY             16
+#define EL_QUICKSAND_FULL              17
+#define EL_AMOEBA_DROP                 18
+#define EL_BOMB                                19
+#define EL_MAGIC_WALL                  20
+#define EL_SPEED_PILL                  21
+#define EL_ACID                                22
+#define EL_AMOEBA_WET                  23
+#define EL_AMOEBA_DRY                  24
+#define EL_NUT                         25
+#define EL_GAME_OF_LIFE                        26
+#define EL_BIOMAZE                     27
+#define EL_DYNAMITE_ACTIVE             28
+#define EL_STONEBLOCK                  29
+#define EL_ROBOT_WHEEL                 30
+#define EL_ROBOT_WHEEL_ACTIVE          31
+#define EL_KEY_1                       32
+#define EL_KEY_2                       33
+#define EL_KEY_3                       34
+#define EL_KEY_4                       35
+#define EL_GATE_1                      36
+#define EL_GATE_2                      37
+#define EL_GATE_3                      38
+#define EL_GATE_4                      39
+#define EL_GATE_1_GRAY                 40
+#define EL_GATE_2_GRAY                 41
+#define EL_GATE_3_GRAY                 42
+#define EL_GATE_4_GRAY                 43
+#define EL_DYNAMITE                    44
+#define EL_PACMAN                      45
+#define EL_INVISIBLE_WALL              46
+#define EL_LAMP                                47
+#define EL_LAMP_ACTIVE                 48
+#define EL_WALL_EMERALD                        49
+#define EL_WALL_DIAMOND                        50
+#define EL_AMOEBA_FULL                 51
+#define EL_BD_AMOEBA                   52
+#define EL_TIME_ORB_FULL               53
+#define EL_TIME_ORB_EMPTY              54
+#define EL_EXPANDABLE_WALL             55
+#define EL_BD_DIAMOND                  56
+#define EL_EMERALD_YELLOW              57
+#define EL_WALL_BD_DIAMOND             58
+#define EL_WALL_EMERALD_YELLOW         59
+#define EL_DARK_YAMYAM                 60
+#define EL_BD_MAGIC_WALL               61
+#define EL_INVISIBLE_STEELWALL         62
+
+#define EL_UNUSED_63                   63
+
+#define EL_DYNABOMB_INCREASE_NUMBER    64
+#define EL_DYNABOMB_INCREASE_SIZE      65
+#define EL_DYNABOMB_INCREASE_POWER     66
+#define EL_SOKOBAN_OBJECT              67
+#define EL_SOKOBAN_FIELD_EMPTY         68
+#define EL_SOKOBAN_FIELD_FULL          69
+#define EL_BD_BUTTERFLY_RIGHT          70
+#define EL_BD_BUTTERFLY_UP             71
+#define EL_BD_BUTTERFLY_LEFT           72
+#define EL_BD_BUTTERFLY_DOWN           73
+#define EL_BD_FIREFLY_RIGHT            74
+#define EL_BD_FIREFLY_UP               75
+#define EL_BD_FIREFLY_LEFT             76
+#define EL_BD_FIREFLY_DOWN             77
+#define EL_BD_BUTTERFLY_1              EL_BD_BUTTERFLY_DOWN
+#define EL_BD_BUTTERFLY_2              EL_BD_BUTTERFLY_LEFT
+#define EL_BD_BUTTERFLY_3              EL_BD_BUTTERFLY_UP
+#define EL_BD_BUTTERFLY_4              EL_BD_BUTTERFLY_RIGHT
+#define EL_BD_FIREFLY_1                        EL_BD_FIREFLY_LEFT
+#define EL_BD_FIREFLY_2                        EL_BD_FIREFLY_DOWN
+#define EL_BD_FIREFLY_3                        EL_BD_FIREFLY_RIGHT
+#define EL_BD_FIREFLY_4                        EL_BD_FIREFLY_UP
+#define EL_BD_BUTTERFLY                        78
+#define EL_BD_FIREFLY                  79
+#define EL_PLAYER_1                    80
+#define EL_PLAYER_2                    81
+#define EL_PLAYER_3                    82
+#define EL_PLAYER_4                    83
+#define EL_BUG_RIGHT                   84
+#define EL_BUG_UP                      85
+#define EL_BUG_LEFT                    86
+#define EL_BUG_DOWN                    87
+#define EL_SPACESHIP_RIGHT             88
+#define EL_SPACESHIP_UP                        89
+#define EL_SPACESHIP_LEFT              90
+#define EL_SPACESHIP_DOWN              91
+#define EL_PACMAN_RIGHT                        92
+#define EL_PACMAN_UP                   93
+#define EL_PACMAN_LEFT                 94
+#define EL_PACMAN_DOWN                 95
+#define EL_EMERALD_RED                 96
+#define EL_EMERALD_PURPLE              97
+#define EL_WALL_EMERALD_RED            98
+#define EL_WALL_EMERALD_PURPLE         99
+#define EL_ACID_POOL_TOPLEFT           100
+#define EL_ACID_POOL_TOPRIGHT          101
+#define EL_ACID_POOL_BOTTOMLEFT                102
+#define EL_ACID_POOL_BOTTOM            103
+#define EL_ACID_POOL_BOTTOMRIGHT       104
+#define EL_BD_WALL                     105
+#define EL_BD_ROCK                     106
+#define EL_EXIT_OPEN                   107
+#define EL_BLACK_ORB                   108
+#define EL_AMOEBA_TO_DIAMOND           109
+#define EL_MOLE                                110
+#define EL_PENGUIN                     111
+#define EL_SATELLITE                   112
+#define EL_ARROW_LEFT                  113
+#define EL_ARROW_RIGHT                 114
+#define EL_ARROW_UP                    115
+#define EL_ARROW_DOWN                  116
+#define EL_PIG                         117
+#define EL_DRAGON                      118
+
+#define EL_EM_KEY_1_FILE               119
+
+#define EL_CHAR_START                  120
+#define EL_CHAR_ASCII0                 (EL_CHAR_START  - 32)
+#define EL_CHAR_ASCII0_START           (EL_CHAR_ASCII0 + 32)
+
+#include "conf_chr.h"  /* include auto-generated data structure definitions */
+
+#define EL_CHAR_ASCII0_END             (EL_CHAR_ASCII0 + 111)
+#define EL_CHAR_END                    (EL_CHAR_START  + 79)
+
+#define EL_CHAR(c)                     (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
+
+#define EL_EXPANDABLE_WALL_HORIZONTAL  200
+#define EL_EXPANDABLE_WALL_VERTICAL    201
+#define EL_EXPANDABLE_WALL_ANY         202
+
+#define EL_EM_GATE_1                   203
+#define EL_EM_GATE_2                   204
+#define EL_EM_GATE_3                   205
+#define EL_EM_GATE_4                   206
+
+#define EL_EM_KEY_2_FILE                       207
+#define EL_EM_KEY_3_FILE                       208
+#define EL_EM_KEY_4_FILE                       209
+
+#define EL_SP_START                    210
+#define EL_SP_EMPTY_SPACE              (EL_SP_START + 0)
+#define EL_SP_EMPTY                    EL_SP_EMPTY_SPACE
+#define EL_SP_ZONK                     (EL_SP_START + 1)
+#define EL_SP_BASE                     (EL_SP_START + 2)
+#define EL_SP_MURPHY                   (EL_SP_START + 3)
+#define EL_SP_INFOTRON                 (EL_SP_START + 4)
+#define EL_SP_CHIP_SINGLE              (EL_SP_START + 5)
+#define EL_SP_HARDWARE_GRAY            (EL_SP_START + 6)
+#define EL_SP_EXIT_CLOSED              (EL_SP_START + 7)
+#define EL_SP_DISK_ORANGE              (EL_SP_START + 8)
+#define EL_SP_PORT_RIGHT               (EL_SP_START + 9)
+#define EL_SP_PORT_DOWN                        (EL_SP_START + 10)
+#define EL_SP_PORT_LEFT                        (EL_SP_START + 11)
+#define EL_SP_PORT_UP                  (EL_SP_START + 12)
+#define EL_SP_GRAVITY_PORT_RIGHT       (EL_SP_START + 13)
+#define EL_SP_GRAVITY_PORT_DOWN                (EL_SP_START + 14)
+#define EL_SP_GRAVITY_PORT_LEFT                (EL_SP_START + 15)
+#define EL_SP_GRAVITY_PORT_UP          (EL_SP_START + 16)
+#define EL_SP_SNIKSNAK                 (EL_SP_START + 17)
+#define EL_SP_DISK_YELLOW              (EL_SP_START + 18)
+#define EL_SP_TERMINAL                 (EL_SP_START + 19)
+#define EL_SP_DISK_RED                 (EL_SP_START + 20)
+#define EL_SP_PORT_VERTICAL            (EL_SP_START + 21)
+#define EL_SP_PORT_HORIZONTAL          (EL_SP_START + 22)
+#define EL_SP_PORT_ANY                 (EL_SP_START + 23)
+#define EL_SP_ELECTRON                 (EL_SP_START + 24)
+#define EL_SP_BUGGY_BASE               (EL_SP_START + 25)
+#define EL_SP_CHIP_LEFT                        (EL_SP_START + 26)
+#define EL_SP_CHIP_RIGHT               (EL_SP_START + 27)
+#define EL_SP_HARDWARE_BASE_1          (EL_SP_START + 28)
+#define EL_SP_HARDWARE_GREEN           (EL_SP_START + 29)
+#define EL_SP_HARDWARE_BLUE            (EL_SP_START + 30)
+#define EL_SP_HARDWARE_RED             (EL_SP_START + 31)
+#define EL_SP_HARDWARE_YELLOW          (EL_SP_START + 32)
+#define EL_SP_HARDWARE_BASE_2          (EL_SP_START + 33)
+#define EL_SP_HARDWARE_BASE_3          (EL_SP_START + 34)
+#define EL_SP_HARDWARE_BASE_4          (EL_SP_START + 35)
+#define EL_SP_HARDWARE_BASE_5          (EL_SP_START + 36)
+#define EL_SP_HARDWARE_BASE_6          (EL_SP_START + 37)
+#define EL_SP_CHIP_TOP                 (EL_SP_START + 38)
+#define EL_SP_CHIP_BOTTOM              (EL_SP_START + 39)
+#define EL_SP_END                      (EL_SP_START + 39)
+
+#define EL_EM_GATE_1_GRAY              250
+#define EL_EM_GATE_2_GRAY              251
+#define EL_EM_GATE_3_GRAY              252
+#define EL_EM_GATE_4_GRAY              253
+
+#define EL_UNUSED_254                  254
+#define EL_UNUSED_255                  255
+
+#define EL_PEARL                       256
+#define EL_CRYSTAL                     257
+#define EL_WALL_PEARL                  258
+#define EL_WALL_CRYSTAL                        259
+#define EL_DOOR_WHITE                  260
+#define EL_DOOR_WHITE_GRAY             261
+#define EL_KEY_WHITE                   262
+#define EL_SHIELD_NORMAL               263
+#define EL_EXTRA_TIME                  264
+#define EL_SWITCHGATE_OPEN             265
+#define EL_SWITCHGATE_CLOSED           266
+#define EL_SWITCHGATE_SWITCH_UP                267
+#define EL_SWITCHGATE_SWITCH_DOWN      268
+
+#define EL_UNUSED_269                  269
+#define EL_UNUSED_270                  270
+
+#define EL_CONVEYOR_BELT_1_LEFT                 271
+#define EL_CONVEYOR_BELT_1_MIDDLE       272
+#define EL_CONVEYOR_BELT_1_RIGHT        273
+#define EL_CONVEYOR_BELT_1_SWITCH_LEFT  274
+#define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
+#define EL_CONVEYOR_BELT_1_SWITCH_RIGHT         276
+#define EL_CONVEYOR_BELT_2_LEFT                 277
+#define EL_CONVEYOR_BELT_2_MIDDLE       278
+#define EL_CONVEYOR_BELT_2_RIGHT        279
+#define EL_CONVEYOR_BELT_2_SWITCH_LEFT  280
+#define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
+#define EL_CONVEYOR_BELT_2_SWITCH_RIGHT         282
+#define EL_CONVEYOR_BELT_3_LEFT                 283
+#define EL_CONVEYOR_BELT_3_MIDDLE       284
+#define EL_CONVEYOR_BELT_3_RIGHT        285
+#define EL_CONVEYOR_BELT_3_SWITCH_LEFT  286
+#define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
+#define EL_CONVEYOR_BELT_3_SWITCH_RIGHT         288
+#define EL_CONVEYOR_BELT_4_LEFT                 289
+#define EL_CONVEYOR_BELT_4_MIDDLE       290
+#define EL_CONVEYOR_BELT_4_RIGHT        291
+#define EL_CONVEYOR_BELT_4_SWITCH_LEFT  292
+#define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
+#define EL_CONVEYOR_BELT_4_SWITCH_RIGHT         294
+#define EL_LANDMINE                    295
+#define EL_ENVELOPE                    296
+#define EL_LIGHT_SWITCH                        297
+#define EL_LIGHT_SWITCH_ACTIVE         298
+#define EL_SIGN_EXCLAMATION            299
+#define EL_SIGN_RADIOACTIVITY          300
+#define EL_SIGN_STOP                   301
+#define EL_SIGN_WHEELCHAIR             302
+#define EL_SIGN_PARKING                        303
+#define EL_SIGN_ONEWAY                 304
+#define EL_SIGN_HEART                  305
+#define EL_SIGN_TRIANGLE               306
+#define EL_SIGN_ROUND                  307
+#define EL_SIGN_EXIT                   308
+#define EL_SIGN_YINYANG                        309
+#define EL_SIGN_OTHER                  310
+#define EL_MOLE_LEFT                   311
+#define EL_MOLE_RIGHT                  312
+#define EL_MOLE_UP                     313
+#define EL_MOLE_DOWN                   314
+#define EL_STEELWALL_SLANTED           315
+#define EL_INVISIBLE_SAND              316
+#define EL_DX_UNKNOWN_15               317
+#define EL_DX_UNKNOWN_42               318
+
+#define EL_UNUSED_319                  319
+#define EL_UNUSED_320                  320
+
+#define EL_SHIELD_DEADLY               321
+#define EL_TIMEGATE_OPEN               322
+#define EL_TIMEGATE_CLOSED             323
+#define EL_TIMEGATE_SWITCH_ACTIVE      324
+#define EL_TIMEGATE_SWITCH             325
+
+#define EL_BALLOON                     326
+#define EL_BALLOON_SWITCH_LEFT         327
+#define EL_BALLOON_SWITCH_RIGHT                328
+#define EL_BALLOON_SWITCH_UP           329
+#define EL_BALLOON_SWITCH_DOWN         330
+#define EL_BALLOON_SWITCH_ANY          331
+
+#define EL_EMC_STEELWALL_1             332
+#define EL_EMC_STEELWALL_2             333
+#define EL_EMC_STEELWALL_3             334
+#define EL_EMC_STEELWALL_4             335
+#define EL_EMC_WALL_1                  336
+#define EL_EMC_WALL_2                  337
+#define EL_EMC_WALL_3                  338
+#define EL_EMC_WALL_4                  339
+#define EL_EMC_WALL_5                  340
+#define EL_EMC_WALL_6                  341
+#define EL_EMC_WALL_7                  342
+#define EL_EMC_WALL_8                  343
+
+#define EL_TUBE_ANY                    344
+#define EL_TUBE_VERTICAL               345
+#define EL_TUBE_HORIZONTAL             346
+#define EL_TUBE_VERTICAL_LEFT          347
+#define EL_TUBE_VERTICAL_RIGHT         348
+#define EL_TUBE_HORIZONTAL_UP          349
+#define EL_TUBE_HORIZONTAL_DOWN                350
+#define EL_TUBE_LEFT_UP                        351
+#define EL_TUBE_LEFT_DOWN              352
+#define EL_TUBE_RIGHT_UP               353
+#define EL_TUBE_RIGHT_DOWN             354
+#define EL_SPRING                      355
+#define EL_TRAP                                356
+#define EL_DX_SUPABOMB                 357
+
+#define EL_UNUSED_358                  358
+#define EL_UNUSED_359                  359
+
+#define EL_CUSTOM_START                        360
+
+#include "conf_cus.h"  /* include auto-generated data structure definitions */
+
+#define EL_CUSTOM_END                  (EL_CUSTOM_START + 127)
+
+#define NUM_CUSTOM_ELEMENTS            128
+#define NUM_FILE_ELEMENTS              488
 
 
 /* "real" (and therefore drawable) runtime elements */
-#define EL_FIRST_RUNTIME               NUM_FILE_ELEMENTS
-
-#define EL_MAGIC_WALL_EMPTY            (EL_FIRST_RUNTIME + 0)
-#define EL_MAGIC_WALL_BD_EMPTY         (EL_FIRST_RUNTIME + 1)
-#define EL_MAGIC_WALL_FULL             (EL_FIRST_RUNTIME + 2)
-#define EL_MAGIC_WALL_BD_FULL          (EL_FIRST_RUNTIME + 3)
-#define EL_MAGIC_WALL_DEAD             (EL_FIRST_RUNTIME + 4)
-#define EL_MAGIC_WALL_BD_DEAD          (EL_FIRST_RUNTIME + 5)
-#define EL_AUSGANG_ACT                 (EL_FIRST_RUNTIME + 6)
-#define EL_SP_TERMINAL_ACTIVE          (EL_FIRST_RUNTIME + 7)
-#define EL_SP_BUG_ACTIVE               (EL_FIRST_RUNTIME + 8)
-#define EL_EM_KEY_1                    (EL_FIRST_RUNTIME + 9)
-#define EL_EM_KEY_2                    (EL_FIRST_RUNTIME + 10)
-#define EL_EM_KEY_3                    (EL_FIRST_RUNTIME + 11)
-#define EL_EM_KEY_4                    (EL_FIRST_RUNTIME + 12)
-#define EL_DYNABOMB_ACTIVE_1           (EL_FIRST_RUNTIME + 13)
-#define EL_DYNABOMB_ACTIVE_2           (EL_FIRST_RUNTIME + 14)
-#define EL_DYNABOMB_ACTIVE_3           (EL_FIRST_RUNTIME + 15)
-#define EL_DYNABOMB_ACTIVE_4           (EL_FIRST_RUNTIME + 16)
-#define EL_SWITCHGATE_OPENING          (EL_FIRST_RUNTIME + 17)
-#define EL_SWITCHGATE_CLOSING          (EL_FIRST_RUNTIME + 18)
-#define EL_TIMEGATE_OPENING            (EL_FIRST_RUNTIME + 19)
-#define EL_TIMEGATE_CLOSING            (EL_FIRST_RUNTIME + 20)
-#define EL_PEARL_BREAKING              (EL_FIRST_RUNTIME + 21)
-#define EL_TRAP_ACTIVE                 (EL_FIRST_RUNTIME + 22)
-#define EL_SPRING_MOVING               (EL_FIRST_RUNTIME + 23)
-#define EL_SP_MURPHY_CLONE             (EL_FIRST_RUNTIME + 24)
-#define EL_QUICKSAND_EMPTYING          (EL_FIRST_RUNTIME + 25)
-#define EL_MAGIC_WALL_EMPTYING         (EL_FIRST_RUNTIME + 26)
-#define EL_MAGIC_WALL_BD_EMPTYING      (EL_FIRST_RUNTIME + 27)
-#define EL_AMOEBA_DRIPPING             (EL_FIRST_RUNTIME + 28)
-
-#define NUM_RUNTIME_ELEMENTS           (EL_FIRST_RUNTIME + 29)
+#define EL_FIRST_RUNTIME_REAL          NUM_FILE_ELEMENTS
+
+#define EL_EM_KEY_1                    (EL_FIRST_RUNTIME_REAL + 0)
+#define EL_EM_KEY_2                    (EL_FIRST_RUNTIME_REAL + 1)
+#define EL_EM_KEY_3                    (EL_FIRST_RUNTIME_REAL + 2)
+#define EL_EM_KEY_4                    (EL_FIRST_RUNTIME_REAL + 3)
+#define EL_DYNABOMB_PLAYER_1_ACTIVE    (EL_FIRST_RUNTIME_REAL + 4)
+#define EL_DYNABOMB_PLAYER_2_ACTIVE    (EL_FIRST_RUNTIME_REAL + 5)
+#define EL_DYNABOMB_PLAYER_3_ACTIVE    (EL_FIRST_RUNTIME_REAL + 6)
+#define EL_DYNABOMB_PLAYER_4_ACTIVE    (EL_FIRST_RUNTIME_REAL + 7)
+#define EL_SP_DISK_RED_ACTIVE          (EL_FIRST_RUNTIME_REAL + 8)
+#define EL_SWITCHGATE_OPENING          (EL_FIRST_RUNTIME_REAL + 9)
+#define EL_SWITCHGATE_CLOSING          (EL_FIRST_RUNTIME_REAL + 10)
+#define EL_TIMEGATE_OPENING            (EL_FIRST_RUNTIME_REAL + 11)
+#define EL_TIMEGATE_CLOSING            (EL_FIRST_RUNTIME_REAL + 12)
+#define EL_PEARL_BREAKING              (EL_FIRST_RUNTIME_REAL + 13)
+#define EL_TRAP_ACTIVE                 (EL_FIRST_RUNTIME_REAL + 14)
+#define EL_INVISIBLE_STEELWALL_ACTIVE  (EL_FIRST_RUNTIME_REAL + 15)
+#define EL_INVISIBLE_WALL_ACTIVE       (EL_FIRST_RUNTIME_REAL + 16)
+#define EL_INVISIBLE_SAND_ACTIVE       (EL_FIRST_RUNTIME_REAL + 17)
+#define EL_CONVEYOR_BELT_1_LEFT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 18)
+#define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
+#define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE         (EL_FIRST_RUNTIME_REAL + 20)
+#define EL_CONVEYOR_BELT_2_LEFT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 21)
+#define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
+#define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE         (EL_FIRST_RUNTIME_REAL + 23)
+#define EL_CONVEYOR_BELT_3_LEFT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 24)
+#define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
+#define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE         (EL_FIRST_RUNTIME_REAL + 26)
+#define EL_CONVEYOR_BELT_4_LEFT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 27)
+#define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 28)
+#define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE         (EL_FIRST_RUNTIME_REAL + 29)
+#define EL_EXIT_OPENING                        (EL_FIRST_RUNTIME_REAL + 30)
+#define EL_SP_EXIT_OPEN                        (EL_FIRST_RUNTIME_REAL + 31)
+#define EL_SP_TERMINAL_ACTIVE          (EL_FIRST_RUNTIME_REAL + 32)
+#define EL_SP_BUGGY_BASE_ACTIVATING    (EL_FIRST_RUNTIME_REAL + 33)
+#define EL_SP_BUGGY_BASE_ACTIVE                (EL_FIRST_RUNTIME_REAL + 34)
+#define EL_SP_MURPHY_CLONE             (EL_FIRST_RUNTIME_REAL + 35)
+#define EL_AMOEBA_DROPPING             (EL_FIRST_RUNTIME_REAL + 36)
+#define EL_QUICKSAND_EMPTYING          (EL_FIRST_RUNTIME_REAL + 37)
+#define EL_MAGIC_WALL_ACTIVE           (EL_FIRST_RUNTIME_REAL + 38)
+#define EL_BD_MAGIC_WALL_ACTIVE                (EL_FIRST_RUNTIME_REAL + 39)
+#define EL_MAGIC_WALL_FULL             (EL_FIRST_RUNTIME_REAL + 40)
+#define EL_BD_MAGIC_WALL_FULL          (EL_FIRST_RUNTIME_REAL + 41)
+#define EL_MAGIC_WALL_EMPTYING         (EL_FIRST_RUNTIME_REAL + 42)
+#define EL_BD_MAGIC_WALL_EMPTYING      (EL_FIRST_RUNTIME_REAL + 43)
+#define EL_MAGIC_WALL_DEAD             (EL_FIRST_RUNTIME_REAL + 44)
+#define EL_BD_MAGIC_WALL_DEAD          (EL_FIRST_RUNTIME_REAL + 45)
 
 /* "unreal" (and therefore not drawable) runtime elements */
-#define EL_FIRST_RUNTIME_UNREAL                NUM_RUNTIME_ELEMENTS
+#define EL_FIRST_RUNTIME_UNREAL                (EL_FIRST_RUNTIME_REAL + 46)
 
 #define EL_BLOCKED                     (EL_FIRST_RUNTIME_UNREAL + 0)
-#define EL_EXPLODING                   (EL_FIRST_RUNTIME_UNREAL + 1)
-#define EL_CRACKINGNUT                 (EL_FIRST_RUNTIME_UNREAL + 2)
-#define EL_BLURB_LEFT                  (EL_FIRST_RUNTIME_UNREAL + 3)
-#define EL_BLURB_RIGHT                 (EL_FIRST_RUNTIME_UNREAL + 4)
-#define EL_AMOEBING                    (EL_FIRST_RUNTIME_UNREAL + 5)
-#define EL_DEAMOEBING                  (EL_FIRST_RUNTIME_UNREAL + 6)
-#define EL_MAUERND                     (EL_FIRST_RUNTIME_UNREAL + 7)
-#define EL_BURNING                     (EL_FIRST_RUNTIME_UNREAL + 8)
+#define EL_EXPLOSION                   (EL_FIRST_RUNTIME_UNREAL + 1)
+#define EL_NUT_BREAKING                        (EL_FIRST_RUNTIME_UNREAL + 2)
+#define EL_ACID_SPLASH_LEFT            (EL_FIRST_RUNTIME_UNREAL + 3)
+#define EL_ACID_SPLASH_RIGHT           (EL_FIRST_RUNTIME_UNREAL + 4)
+#define EL_AMOEBA_GROWING              (EL_FIRST_RUNTIME_UNREAL + 5)
+#define EL_AMOEBA_SHRINKING            (EL_FIRST_RUNTIME_UNREAL + 6)
+#define EL_EXPANDABLE_WALL_GROWING     (EL_FIRST_RUNTIME_UNREAL + 7)
+#define EL_FLAMES                      (EL_FIRST_RUNTIME_UNREAL + 8)
 #define EL_PLAYER_IS_LEAVING           (EL_FIRST_RUNTIME_UNREAL + 9)
 #define EL_QUICKSAND_FILLING           (EL_FIRST_RUNTIME_UNREAL + 10)
 #define EL_MAGIC_WALL_FILLING          (EL_FIRST_RUNTIME_UNREAL + 11)
-#define EL_MAGIC_WALL_BD_FILLING       (EL_FIRST_RUNTIME_UNREAL + 12)
-
-#define MAX_NUM_ELEMENTS               (EL_FIRST_RUNTIME_UNREAL + 13)
-
-
-/* game graphics:
-**       0 -  255: graphics from "RocksElements"
-**     256 -  511: graphics from "RocksFont"
-**     512 -  767: graphics from "RocksHeroes"
-**     768 - 1023: graphics from "RocksSP"
-**     1024 - 1279: graphics from "RocksDC"
-**     1280 - 1535: graphics from "RocksMore"
-*/
-
-#define GFX_START_ROCKSELEMENTS        0
-#define GFX_END_ROCKSELEMENTS  255
-#define GFX_START_ROCKSFONT    256
-#define GFX_END_ROCKSFONT      511
-#define GFX_START_ROCKSHEROES  512
-#define GFX_END_ROCKSHEROES    767
-#define GFX_START_ROCKSSP      768
-#define GFX_END_ROCKSSP                1023
-#define GFX_START_ROCKSDC      1024
-#define GFX_END_ROCKSDC                1279
-#define GFX_START_ROCKSMORE    1280
-#define GFX_END_ROCKSMORE      1535
-
-#define NUM_TILES              1536            /* see above: MAX_GRAPHICS */
-
-/* graphics from "RocksScreen" */
-/* Zeile 0 (0) */
-#define GFX_LEERRAUM           (-1)
-#define        GFX_ERDREICH            0
-#define GFX_ERDENRAND          1
-#define GFX_MORAST_LEER                2
-#define GFX_MORAST_VOLL                3
-#define GFX_BETON              4
-#define        GFX_MAUERWERK           5
-#define        GFX_FELSBODEN           6
-#define        GFX_EDELSTEIN           8
-#define GFX_DIAMANT            10
-#define        GFX_FELSBROCKEN         12
-/* Zeile 1 (16) */
-#define GFX_BADEWANNE1         16
-#define GFX_SALZSAEURE         17
-#define GFX_BADEWANNE2         18
-
-/*
-#define GFX_UNSICHTBAR         19
-*/
-
-#define GFX_SCHLUESSEL1                20
-#define GFX_SCHLUESSEL2                21
-#define GFX_SCHLUESSEL3                22
-#define GFX_SCHLUESSEL4                23
-#define GFX_LIFE               24
-#define GFX_LIFE_ASYNC         25
-#define GFX_BADEWANNE          26
-#define GFX_BOMBE              27
-#define GFX_KOKOSNUSS          28
-#define GFX_CRACKINGNUT                29
-/* Zeile 2 (32) */
-#define GFX_BADEWANNE3         32
-#define GFX_BADEWANNE4         33
-#define GFX_BADEWANNE5         34
-#define        GFX_SMILEY              35
-#define GFX_PFORTE1            36
-#define GFX_PFORTE2            37
-#define GFX_PFORTE3            38
-#define GFX_PFORTE4            39
-#define GFX_PFORTE1X           40
-#define GFX_PFORTE2X           41
-#define GFX_PFORTE3X           42
-#define GFX_PFORTE4X           43
-/* Zeile 3 (48) */
-#define GFX_DYNAMIT_AUS                48
-#define GFX_DYNAMIT            49
-#define GFX_FLIEGER            56
-#define GFX_FLIEGER_RIGHT      56
-#define GFX_FLIEGER_UP         58
-#define GFX_FLIEGER_LEFT       60
-#define GFX_FLIEGER_DOWN       62
-/* Zeile 4 (64) */
-#define GFX_EXPLOSION          64
-#define GFX_KAEFER             72
-#define GFX_KAEFER_RIGHT       72
-#define GFX_KAEFER_UP          74
-#define GFX_KAEFER_LEFT                76
-#define GFX_KAEFER_DOWN                78
-/* Zeile 5 (80) */
-#define GFX_MAMPFER            80
-#define GFX_ROBOT              84
-#define GFX_PACMAN             88
-#define GFX_PACMAN_RIGHT       88
-#define GFX_PACMAN_UP          90
-#define GFX_PACMAN_LEFT                92
-#define GFX_PACMAN_DOWN                94
-/* Zeile 6 (96) */
-#define GFX_ABLENK             96
-#define GFX_ABLENK_EIN         GFX_ABLENK
-#define GFX_ABLENK_AUS         GFX_ABLENK
-#define GFX_AMOEBE_NASS                100
-#define GFX_TROPFEN            101
-#define GFX_AMOEBING           GFX_TROPFEN
-#define GFX_AMOEBE_LEBT                104
-#define GFX_AMOEBE_NORM                GFX_AMOEBE_LEBT
-#define GFX_AMOEBE_TOT         108
-#define GFX_AMOEBA2DIAM                GFX_AMOEBE_TOT
-/* Zeile 7 (112) */
-#define GFX_BIRNE_AUS          112
-#define GFX_BIRNE_EIN          113
-#define GFX_ZEIT_VOLL          114
-#define GFX_ZEIT_LEER          115
-#define GFX_SPIELER1           116
-#define GFX_SPIELER2           117
-#define GFX_SPIELER3           118
-#define GFX_SPIELER4           119
-#define GFX_AMOEBE_VOLL                120
-#define GFX_AMOEBE_BD          GFX_AMOEBE_VOLL
-#define GFX_SOKOBAN_OBJEKT     121
-#define GFX_SOKOBAN_FELD_LEER  122
-#define GFX_SOKOBAN_FELD_VOLL  123
-#define GFX_GEBLUBBER          124
-/* Zeile 8 (128) */
-#define GFX_MAGIC_WALL_OFF     128
-#define GFX_MAGIC_WALL_EMPTY   GFX_MAGIC_WALL_OFF
-#define GFX_MAGIC_WALL_FULL    GFX_MAGIC_WALL_OFF
-#define GFX_MAGIC_WALL_DEAD    GFX_MAGIC_WALL_OFF
-#define GFX_ERZ_EDEL           132
-#define GFX_ERZ_DIAM           133
-#define GFX_ERZ_EDEL_ROT       134
-#define GFX_ERZ_EDEL_LILA      135
-#define GFX_ERZ_EDEL_GELB      136
-#define GFX_ERZ_EDEL_BD                137
-#define GFX_EDELSTEIN_GELB     138
-#define GFX_KUGEL_ROT          140
-#define GFX_KUGEL_BLAU         141
-#define GFX_KUGEL_GELB         142
-#define GFX_KUGEL_GRAU         143
-/* Zeile 9 (144) */
-#define GFX_PINGUIN            144
-#define GFX_MOLE               145
-#define GFX_SCHWEIN            146
-#define GFX_DRACHE             147
-#define GFX_MAUER_XY           148
-#define GFX_MAUER_X            149
-#define GFX_MAUER_Y            150
-#define GFX_EDELSTEIN_ROT      152
-#define GFX_EDELSTEIN_LILA     154
-#define GFX_DYNABOMB_XL                156
-#define GFX_BLACK_ORB          157
-#define GFX_SPEED_PILL         158
-#define GFX_SONDE              159
-/* Zeile 10 (160) */
-#define GFX_EDELSTEIN_BD       163
-#define GFX_MAUER_RIGHT                165
-#define GFX_MAUER_R1           GFX_MAUER_RIGHT
-#define GFX_MAUER_R            167
-#define GFX_MAUER_LEFT         168
-#define GFX_MAUER_L1           GFX_MAUER_LEFT
-#define GFX_MAUER_L            170
-#define GFX_MAUER_LEBT         171
-#define GFX_MAGIC_WALL_BD_OFF  172
-#define GFX_MAGIC_WALL_BD_EMPTY        GFX_MAGIC_WALL_BD_OFF
-#define GFX_MAGIC_WALL_BD_FULL GFX_MAGIC_WALL_BD_OFF
-#define GFX_MAGIC_WALL_BD_DEAD GFX_MAGIC_WALL_BD_OFF
-/* Zeile 11 (176) */
-#define        GFX_AUSGANG_ZU          176
-#define        GFX_AUSGANG_ACT         177
-#define        GFX_AUSGANG_AUF         180
-#define GFX_MAMPFER2           184
-#define GFX_DYNABOMB           188
-#define GFX_DYNABOMB_NR                188
-#define GFX_DYNABOMB_SZ                191
-/* Zeile 12 (192) */
-#define GFX_PFEIL_LEFT         192
-#define GFX_PFEIL_RIGHT                193
-#define GFX_PFEIL_UP           194
-#define GFX_PFEIL_DOWN         195
-#define GFX_BUTTERFLY          196
-#define GFX_FIREFLY            198
-#define GFX_BUTTERFLY_RIGHT    200
-#define GFX_BUTTERFLY_UP       201
-#define GFX_BUTTERFLY_LEFT     202
-#define GFX_BUTTERFLY_DOWN     203
-#define GFX_FIREFLY_RIGHT      204
-#define GFX_FIREFLY_UP         205
-#define GFX_FIREFLY_LEFT       206
-#define GFX_FIREFLY_DOWN       207
-
-/* only available as size MINI_TILE */
-#define GFX_VSTEEL_UPPER_LEFT  208
-#define GFX_VSTEEL_UPPER_RIGHT 209
-#define GFX_VSTEEL_LOWER_LEFT  210
-#define GFX_VSTEEL_LOWER_RIGHT 211
-#define GFX_VSTEEL_HORIZONTAL  212
-#define GFX_VSTEEL_VERTICAL    213
-#define GFX_ISTEEL_UPPER_LEFT  214
-#define GFX_ISTEEL_UPPER_RIGHT 215
-#define GFX_ISTEEL_LOWER_LEFT  216
-#define GFX_ISTEEL_LOWER_RIGHT 217
-#define GFX_ISTEEL_HORIZONTAL  218
-#define GFX_ISTEEL_VERTICAL    219
-
-/* elements with graphics borrowed from other elements */
-#define GFX_SCHLUESSEL         GFX_SCHLUESSEL1
-#define GFX_SPIELFIGUR         GFX_SPIELER1
-
-/* graphics from "RocksHeroes" */
-#define GFX_SPIELER1_DOWN      (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE + 0)
-#define GFX_SPIELER1_UP                (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE + 4)
-#define GFX_SPIELER1_LEFT      (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE + 0)
-#define GFX_SPIELER1_RIGHT     (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE + 4)
-#define GFX_SPIELER1_PUSH_RIGHT        (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE + 0)
-#define GFX_SPIELER1_PUSH_LEFT (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE + 4)
-#define GFX_SPIELER2_DOWN      (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE + 0)
-#define GFX_SPIELER2_UP                (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE + 4)
-#define GFX_SPIELER2_LEFT      (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE + 0)
-#define GFX_SPIELER2_RIGHT     (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE + 4)
-#define GFX_SPIELER2_PUSH_RIGHT        (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE + 0)
-#define GFX_SPIELER2_PUSH_LEFT (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE + 4)
-#define GFX_SPIELER3_DOWN      (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE + 0)
-#define GFX_SPIELER3_UP                (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE + 4)
-#define GFX_SPIELER3_LEFT      (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE + 0)
-#define GFX_SPIELER3_RIGHT     (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE + 4)
-#define GFX_SPIELER3_PUSH_RIGHT        (GFX_START_ROCKSHEROES + 8*HEROES_PER_LINE + 0)
-#define GFX_SPIELER3_PUSH_LEFT (GFX_START_ROCKSHEROES + 8*HEROES_PER_LINE + 4)
-#define GFX_SPIELER4_DOWN      (GFX_START_ROCKSHEROES + 9*HEROES_PER_LINE + 0)
-#define GFX_SPIELER4_UP                (GFX_START_ROCKSHEROES + 9*HEROES_PER_LINE + 4)
-#define GFX_SPIELER4_LEFT      (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE + 0)
-#define GFX_SPIELER4_RIGHT     (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE + 4)
-#define GFX_SPIELER4_PUSH_RIGHT        (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE + 0)
-#define GFX_SPIELER4_PUSH_LEFT (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE + 4)
-#define GFX_MAUER_DOWN         (GFX_START_ROCKSHEROES +12*HEROES_PER_LINE + 0)
-#define GFX_MAUER_UP           (GFX_START_ROCKSHEROES +12*HEROES_PER_LINE + 3)
-#define GFX2_SHIELD_PASSIVE    (GFX_START_ROCKSHEROES +13*HEROES_PER_LINE + 1)
-#define GFX2_SHIELD_ACTIVE     (GFX_START_ROCKSHEROES +13*HEROES_PER_LINE + 5)
-
-#define GFX_SONDE_START                (GFX_START_ROCKSHEROES + 9*HEROES_PER_LINE + 8)
-#define GFX_SCHWEIN_DOWN       (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE + 8)
-#define GFX_SCHWEIN_UP         (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE +12)
-#define GFX_SCHWEIN_LEFT       (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE + 8)
-#define GFX_SCHWEIN_RIGHT      (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE +12)
-#define GFX_DRACHE_DOWN                (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE + 8)
-#define GFX_DRACHE_UP          (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE +12)
-#define GFX_DRACHE_LEFT                (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE + 8)
-#define GFX_DRACHE_RIGHT       (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE +12)
-/*
-#define GFX_MOLE_DOWN          (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE + 8)
-#define GFX_MOLE_UP            (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE +12)
-#define GFX_MOLE_LEFT          (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE + 8)
-#define GFX_MOLE_RIGHT         (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE +12)
-*/
-#define GFX_PINGUIN_DOWN       (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE + 8)
-#define GFX_PINGUIN_UP         (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE +12)
-#define GFX_PINGUIN_LEFT       (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE + 8)
-#define GFX_PINGUIN_RIGHT      (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE +12)
-#define GFX_BLURB_LEFT         (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE + 8)
-#define GFX_BLURB_RIGHT                (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE +12)
-#define GFX_FUNKELN_BLAU       (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE + 9)
-#define GFX_FUNKELN_WEISS      (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE +13)
-#define GFX_FLAMMEN_LEFT       (GFX_START_ROCKSHEROES +12*HEROES_PER_LINE + 8)
-#define GFX_FLAMMEN_RIGHT      (GFX_START_ROCKSHEROES +13*HEROES_PER_LINE + 8)
-#define GFX_FLAMMEN_UP         (GFX_START_ROCKSHEROES +14*HEROES_PER_LINE + 8)
-#define GFX_FLAMMEN_DOWN       (GFX_START_ROCKSHEROES +15*HEROES_PER_LINE + 8)
-
-/* graphics from "RocksSP" */
-#define GFX_SP_EMPTY           (GFX_START_ROCKSSP +  0 * SP_PER_LINE +  0)
-/*
-#define GFX_SP_ZONK            (GFX_START_ROCKSSP +  0 * SP_PER_LINE +  1)
-*/
-#define GFX_SP_BASE            (GFX_START_ROCKSSP +  0 * SP_PER_LINE +  2)
-#define GFX_SP_MURPHY          (GFX_START_ROCKSSP +  0 * SP_PER_LINE +  3)
-#define GFX_SP_INFOTRON                (GFX_START_ROCKSSP +  0 * SP_PER_LINE +  4)
-#define GFX_SP_CHIP_SINGLE     (GFX_START_ROCKSSP +  0 * SP_PER_LINE +  5)
-#define GFX_SP_HARD_GRAY       (GFX_START_ROCKSSP +  0 * SP_PER_LINE +  6)
-#define GFX_SP_EXIT            (GFX_START_ROCKSSP +  0 * SP_PER_LINE +  7)
-#define GFX_SP_DISK_ORANGE     (GFX_START_ROCKSSP +  1 * SP_PER_LINE +  0)
-#define GFX_SP_PORT1_RIGHT     (GFX_START_ROCKSSP +  1 * SP_PER_LINE +  1)
-#define GFX_SP_PORT1_DOWN      (GFX_START_ROCKSSP +  1 * SP_PER_LINE +  2)
-#define GFX_SP_PORT1_LEFT      (GFX_START_ROCKSSP +  1 * SP_PER_LINE +  3)
-#define GFX_SP_PORT1_UP                (GFX_START_ROCKSSP +  1 * SP_PER_LINE +  4)
-#define GFX_SP_PORT2_RIGHT     (GFX_START_ROCKSSP +  1 * SP_PER_LINE +  5)
-#define GFX_SP_PORT2_DOWN      (GFX_START_ROCKSSP +  1 * SP_PER_LINE +  6)
-#define GFX_SP_PORT2_LEFT      (GFX_START_ROCKSSP +  1 * SP_PER_LINE +  7)
-#define GFX_SP_PORT2_UP                (GFX_START_ROCKSSP +  2 * SP_PER_LINE +  0)
-#define GFX_SP_SNIKSNAK                (GFX_START_ROCKSSP +  2 * SP_PER_LINE +  1)
-#define GFX_SP_DISK_YELLOW     (GFX_START_ROCKSSP +  2 * SP_PER_LINE +  2)
-#define GFX_SP_TERMINAL                (GFX_START_ROCKSSP +  2 * SP_PER_LINE +  3)
-#define GFX_SP_DISK_RED                (GFX_START_ROCKSSP +  2 * SP_PER_LINE +  4)
-#define GFX_SP_PORT_Y          (GFX_START_ROCKSSP +  2 * SP_PER_LINE +  5)
-#define GFX_SP_PORT_X          (GFX_START_ROCKSSP +  2 * SP_PER_LINE +  6)
-#define GFX_SP_PORT_XY         (GFX_START_ROCKSSP +  2 * SP_PER_LINE +  7)
-#define GFX_SP_ELECTRON                (GFX_START_ROCKSSP +  3 * SP_PER_LINE +  0)
-#define GFX_SP_BUG             (GFX_START_ROCKSSP +  3 * SP_PER_LINE +  1)
-#define GFX_SP_CHIP_LEFT       (GFX_START_ROCKSSP +  3 * SP_PER_LINE +  2)
-#define GFX_SP_CHIP_RIGHT      (GFX_START_ROCKSSP +  3 * SP_PER_LINE +  3)
-#define GFX_SP_HARD_BASE1      (GFX_START_ROCKSSP +  3 * SP_PER_LINE +  4)
-#define GFX_SP_HARD_GREEN      (GFX_START_ROCKSSP +  3 * SP_PER_LINE +  5)
-#define GFX_SP_HARD_BLUE       (GFX_START_ROCKSSP +  3 * SP_PER_LINE +  6)
-#define GFX_SP_HARD_RED                (GFX_START_ROCKSSP +  3 * SP_PER_LINE +  7)
-#define GFX_SP_HARD_YELLOW     (GFX_START_ROCKSSP +  4 * SP_PER_LINE +  0)
-#define GFX_SP_HARD_BASE2      (GFX_START_ROCKSSP +  4 * SP_PER_LINE +  1)
-#define GFX_SP_HARD_BASE3      (GFX_START_ROCKSSP +  4 * SP_PER_LINE +  2)
-#define GFX_SP_HARD_BASE4      (GFX_START_ROCKSSP +  4 * SP_PER_LINE +  3)
-#define GFX_SP_HARD_BASE5      (GFX_START_ROCKSSP +  4 * SP_PER_LINE +  4)
-#define GFX_SP_HARD_BASE6      (GFX_START_ROCKSSP +  4 * SP_PER_LINE +  5)
-#define GFX_SP_CHIP_UPPER      (GFX_START_ROCKSSP +  4 * SP_PER_LINE +  6)
-#define GFX_SP_CHIP_LOWER      (GFX_START_ROCKSSP +  4 * SP_PER_LINE +  7)
-
-#define GFX_INVISIBLE_STEEL_ON (GFX_START_ROCKSSP +  5 * SP_PER_LINE +  1)
-#define GFX_SAND_INVISIBLE_ON  (GFX_START_ROCKSSP +  5 * SP_PER_LINE +  2)
-#define GFX_INVISIBLE_STEEL    (GFX_START_ROCKSSP +  5 * SP_PER_LINE +  3)
-#define GFX_UNSICHTBAR_ON      (GFX_START_ROCKSSP +  5 * SP_PER_LINE +  5)
-#define GFX_SAND_INVISIBLE     (GFX_START_ROCKSSP +  5 * SP_PER_LINE +  6)
-#define GFX_UNSICHTBAR         (GFX_START_ROCKSSP +  5 * SP_PER_LINE +  7)
-
-#define GFX_SP_ZONK            (GFX_START_ROCKSSP +  6 * SP_PER_LINE +  0)
-
-#define GFX_EM_KEY_1           (GFX_START_ROCKSSP +  6 * SP_PER_LINE +  4)
-#define GFX_EM_KEY_2           (GFX_START_ROCKSSP +  6 * SP_PER_LINE +  5)
-#define GFX_EM_KEY_3           (GFX_START_ROCKSSP +  6 * SP_PER_LINE +  6)
-#define GFX_EM_KEY_4           (GFX_START_ROCKSSP +  6 * SP_PER_LINE +  7)
-#define GFX_EM_GATE_1          (GFX_START_ROCKSSP +  7 * SP_PER_LINE +  0)
-#define GFX_EM_GATE_2          (GFX_START_ROCKSSP +  7 * SP_PER_LINE +  1)
-#define GFX_EM_GATE_3          (GFX_START_ROCKSSP +  7 * SP_PER_LINE +  2)
-#define GFX_EM_GATE_4          (GFX_START_ROCKSSP +  7 * SP_PER_LINE +  3)
-#define GFX_EM_GATE_1X         (GFX_START_ROCKSSP +  7 * SP_PER_LINE +  4)
-#define GFX_EM_GATE_2X         (GFX_START_ROCKSSP +  7 * SP_PER_LINE +  5)
-#define GFX_EM_GATE_3X         (GFX_START_ROCKSSP +  7 * SP_PER_LINE +  6)
-#define GFX_EM_GATE_4X         (GFX_START_ROCKSSP +  7 * SP_PER_LINE +  7)
-
-#define GFX_MURPHY_GO_LEFT     (GFX_START_ROCKSSP +  0 * SP_PER_LINE +  8)
-#define GFX_MURPHY_ANY_LEFT    (GFX_START_ROCKSSP +  0 * SP_PER_LINE +  9)
-#define GFX_MURPHY_GO_RIGHT    (GFX_START_ROCKSSP +  0 * SP_PER_LINE + 11)
-#define GFX_MURPHY_ANY_RIGHT   (GFX_START_ROCKSSP +  0 * SP_PER_LINE + 12)
-#define GFX_MURPHY_SNAP_UP     (GFX_START_ROCKSSP +  0 * SP_PER_LINE + 14)
-#define GFX_MURPHY_SNAP_DOWN   (GFX_START_ROCKSSP +  0 * SP_PER_LINE + 15)
-#define GFX_MURPHY_SNAP_RIGHT  (GFX_START_ROCKSSP +  1 * SP_PER_LINE +  8)
-#define GFX_MURPHY_SNAP_LEFT   (GFX_START_ROCKSSP +  1 * SP_PER_LINE +  9)
-#define GFX_MURPHY_PUSH_RIGHT  (GFX_START_ROCKSSP +  1 * SP_PER_LINE + 10)
-#define GFX_MURPHY_PUSH_LEFT   (GFX_START_ROCKSSP +  1 * SP_PER_LINE + 11)
-
-#define GFX_SP_BUG_WARNING     (GFX_START_ROCKSSP +  2 * SP_PER_LINE + 15)
-#define GFX_SP_EXPLODE_EMPTY   (GFX_START_ROCKSSP +  3 * SP_PER_LINE +  8)
-#define GFX_SP_EXPLODE_INFOTRON        (GFX_START_ROCKSSP +  4 * SP_PER_LINE +  8)
-#define GFX_SP_BUG_ACTIVE      (GFX_START_ROCKSSP +  6 * SP_PER_LINE +  8)
-#define GFX_SP_SNIKSNAK_LEFT   (GFX_START_ROCKSSP +  8 * SP_PER_LINE +  8)
-#define GFX_SP_SNIKSNAK_RIGHT  (GFX_START_ROCKSSP +  8 * SP_PER_LINE + 12)
-#define GFX_SP_SNIKSNAK_UP     (GFX_START_ROCKSSP +  9 * SP_PER_LINE +  8)
-#define GFX_SP_SNIKSNAK_DOWN   (GFX_START_ROCKSSP +  9 * SP_PER_LINE + 12)
-
-#define GFX2_SP_ELECTRON       (GFX_START_ROCKSSP + 10 * SP_PER_LINE +  8)
-#define GFX2_SP_TERMINAL       (GFX_START_ROCKSSP + 11 * SP_PER_LINE +  8)
-#define GFX2_SP_TERMINAL_ACTIVE        (GFX_START_ROCKSSP + 12 * SP_PER_LINE +  8)
-
-#define GFX_SP_MURPHY_CLONE    (GFX_START_ROCKSSP +  0 * SP_PER_LINE +  3)
-
-/* graphics from "RocksDC" */
-#define GFX_BELT1_MIDDLE       (GFX_START_ROCKSDC +  0 * DC_PER_LINE +  0)
-#define GFX_BELT1_LEFT         (GFX_START_ROCKSDC +  1 * DC_PER_LINE +  0)
-#define GFX_BELT1_RIGHT                (GFX_START_ROCKSDC +  2 * DC_PER_LINE +  0)
-#define GFX_BELT2_MIDDLE       (GFX_START_ROCKSDC +  3 * DC_PER_LINE +  0)
-#define GFX_BELT2_LEFT         (GFX_START_ROCKSDC +  4 * DC_PER_LINE +  0)
-#define GFX_BELT2_RIGHT                (GFX_START_ROCKSDC +  5 * DC_PER_LINE +  0)
-#define GFX_BELT3_MIDDLE       (GFX_START_ROCKSDC +  6 * DC_PER_LINE +  0)
-#define GFX_BELT3_LEFT         (GFX_START_ROCKSDC +  7 * DC_PER_LINE +  0)
-#define GFX_BELT3_RIGHT                (GFX_START_ROCKSDC +  8 * DC_PER_LINE +  0)
-#define GFX_BELT4_MIDDLE       (GFX_START_ROCKSDC +  9 * DC_PER_LINE +  0)
-#define GFX_BELT4_LEFT         (GFX_START_ROCKSDC + 10 * DC_PER_LINE +  0)
-#define GFX_BELT4_RIGHT                (GFX_START_ROCKSDC + 11 * DC_PER_LINE +  0)
-#define GFX_BELT1_SWITCH_LEFT  (GFX_START_ROCKSDC + 12 * DC_PER_LINE +  0)
-#define GFX_BELT2_SWITCH_LEFT  (GFX_START_ROCKSDC + 12 * DC_PER_LINE +  1)
-#define GFX_BELT3_SWITCH_LEFT  (GFX_START_ROCKSDC + 12 * DC_PER_LINE +  2)
-#define GFX_BELT4_SWITCH_LEFT  (GFX_START_ROCKSDC + 12 * DC_PER_LINE +  3)
-#define GFX_BELT1_SWITCH_MIDDLE        (GFX_START_ROCKSDC + 13 * DC_PER_LINE +  0)
-#define GFX_BELT2_SWITCH_MIDDLE        (GFX_START_ROCKSDC + 13 * DC_PER_LINE +  1)
-#define GFX_BELT3_SWITCH_MIDDLE        (GFX_START_ROCKSDC + 13 * DC_PER_LINE +  2)
-#define GFX_BELT4_SWITCH_MIDDLE        (GFX_START_ROCKSDC + 13 * DC_PER_LINE +  3)
-#define GFX_BELT1_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE +  0)
-#define GFX_BELT2_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE +  1)
-#define GFX_BELT3_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE +  2)
-#define GFX_BELT4_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE +  3)
-
-#define GFX_SWITCHGATE_SWITCH_1        (GFX_START_ROCKSDC + 12 * DC_PER_LINE +  4)
-#define GFX_SWITCHGATE_SWITCH_2        (GFX_START_ROCKSDC + 12 * DC_PER_LINE +  5)
-#define GFX_LIGHT_SWITCH_OFF   (GFX_START_ROCKSDC + 12 * DC_PER_LINE +  6)
-#define GFX_LIGHT_SWITCH_ON    (GFX_START_ROCKSDC + 12 * DC_PER_LINE +  7)
-#define GFX_TIMEGATE_SWITCH    (GFX_START_ROCKSDC + 15 * DC_PER_LINE +  0)
-
-#define GFX_ENVELOPE           (GFX_START_ROCKSDC + 14 * DC_PER_LINE +  4)
-#define GFX_SIGN_EXCLAMATION   (GFX_START_ROCKSDC + 14 * DC_PER_LINE +  5)
-#define GFX_SIGN_STOP          (GFX_START_ROCKSDC + 14 * DC_PER_LINE +  6)
-#define GFX_LANDMINE           (GFX_START_ROCKSDC + 14 * DC_PER_LINE +  7)
-#define GFX_STEEL_SLANTED      (GFX_START_ROCKSDC + 15 * DC_PER_LINE +  5)
-
-#define GFX_EXTRA_TIME         (GFX_START_ROCKSDC +  0 * DC_PER_LINE +  8)
-#define GFX_SHIELD_ACTIVE      (GFX_START_ROCKSDC +  1 * DC_PER_LINE +  8)
-#define GFX_SHIELD_PASSIVE     (GFX_START_ROCKSDC +  2 * DC_PER_LINE +  8)
-#define GFX_MOLE_DOWN          (GFX_START_ROCKSDC +  3 * DC_PER_LINE +  8)
-#define GFX_MOLE_UP            (GFX_START_ROCKSDC +  3 * DC_PER_LINE + 12)
-#define GFX_MOLE_LEFT          (GFX_START_ROCKSDC +  4 * DC_PER_LINE +  8)
-#define GFX_MOLE_RIGHT         (GFX_START_ROCKSDC +  4 * DC_PER_LINE + 12)
-#define GFX_SWITCHGATE_CLOSED  (GFX_START_ROCKSDC +  5 * DC_PER_LINE +  8)
-#define GFX_SWITCHGATE_OPEN    (GFX_START_ROCKSDC +  5 * DC_PER_LINE + 12)
-#define GFX_TIMEGATE_CLOSED    (GFX_START_ROCKSDC +  6 * DC_PER_LINE +  8)
-#define GFX_TIMEGATE_OPEN      (GFX_START_ROCKSDC +  6 * DC_PER_LINE + 12)
-#define GFX_BALLOON_SEND_LEFT  (GFX_START_ROCKSDC +  7 * DC_PER_LINE +  8)
-#define GFX_BALLOON_SEND_RIGHT (GFX_START_ROCKSDC +  7 * DC_PER_LINE +  9)
-#define GFX_BALLOON_SEND_UP    (GFX_START_ROCKSDC +  7 * DC_PER_LINE + 10)
-#define GFX_BALLOON_SEND_DOWN  (GFX_START_ROCKSDC +  7 * DC_PER_LINE + 11)
-#define GFX_BALLOON            (GFX_START_ROCKSDC +  7 * DC_PER_LINE + 12)
-#define GFX_BALLOON_SEND_ANY   (GFX_START_ROCKSDC +  0 * DC_PER_LINE + 15)
-
-#define GFX_EMC_STEEL_WALL_1   (GFX_START_ROCKSDC +  0 * DC_PER_LINE + 14)
-#define GFX_EMC_STEEL_WALL_2   (GFX_START_ROCKSDC +  0 * DC_PER_LINE + 14)
-#define GFX_EMC_STEEL_WALL_3   (GFX_START_ROCKSDC +  0 * DC_PER_LINE + 14)
-#define GFX_EMC_STEEL_WALL_4   (GFX_START_ROCKSDC +  0 * DC_PER_LINE + 14)
-#define GFX_EMC_WALL_1         (GFX_START_ROCKSDC +  6 * DC_PER_LINE + 13)
-#define GFX_EMC_WALL_2         (GFX_START_ROCKSDC +  6 * DC_PER_LINE + 14)
-#define GFX_EMC_WALL_3         (GFX_START_ROCKSDC +  6 * DC_PER_LINE + 15)
-#define GFX_EMC_WALL_4         (GFX_START_ROCKSDC +  1 * DC_PER_LINE + 14)
-#define GFX_EMC_WALL_5         (GFX_START_ROCKSDC +  1 * DC_PER_LINE + 15)
-#define GFX_EMC_WALL_6         (GFX_START_ROCKSDC +  2 * DC_PER_LINE + 14)
-#define GFX_EMC_WALL_7         (GFX_START_ROCKSDC +  2 * DC_PER_LINE + 15)
-#define GFX_EMC_WALL_8         (GFX_START_ROCKSDC +  1 * DC_PER_LINE + 14)
-
-/* graphics from "RocksMore" */
-#define GFX_ARROW_BLUE_LEFT    (GFX_START_ROCKSMORE +  0 * MORE_PER_LINE +  0)
-#define GFX_ARROW_BLUE_RIGHT   (GFX_START_ROCKSMORE +  0 * MORE_PER_LINE +  1)
-#define GFX_ARROW_BLUE_UP      (GFX_START_ROCKSMORE +  0 * MORE_PER_LINE +  2)
-#define GFX_ARROW_BLUE_DOWN    (GFX_START_ROCKSMORE +  0 * MORE_PER_LINE +  3)
-#define GFX_ARROW_RED_LEFT     (GFX_START_ROCKSMORE +  1 * MORE_PER_LINE +  0)
-#define GFX_ARROW_RED_RIGHT    (GFX_START_ROCKSMORE +  1 * MORE_PER_LINE +  1)
-#define GFX_ARROW_RED_UP       (GFX_START_ROCKSMORE +  1 * MORE_PER_LINE +  2)
-#define GFX_ARROW_RED_DOWN     (GFX_START_ROCKSMORE +  1 * MORE_PER_LINE +  3)
-#define GFX_SCROLLBAR_BLUE     (GFX_START_ROCKSMORE +  2 * MORE_PER_LINE +  0)
-#define GFX_SCROLLBAR_RED      (GFX_START_ROCKSMORE +  2 * MORE_PER_LINE +  1)
-#define GFX_PEARL              (GFX_START_ROCKSMORE +  3 * MORE_PER_LINE +  0)
-#define GFX_CRYSTAL            (GFX_START_ROCKSMORE +  3 * MORE_PER_LINE +  1)
-#define GFX_WALL_PEARL         (GFX_START_ROCKSMORE +  3 * MORE_PER_LINE +  2)
-#define GFX_WALL_CRYSTAL       (GFX_START_ROCKSMORE +  3 * MORE_PER_LINE +  3)
-#define GFX_PEARL_BREAKING     (GFX_START_ROCKSMORE +  4 * MORE_PER_LINE +  0)
-#define GFX_SPRING             (GFX_START_ROCKSMORE +  5 * MORE_PER_LINE +  0)
-#define GFX_TUBE_RIGHT_DOWN    (GFX_START_ROCKSMORE +  5 * MORE_PER_LINE +  1)
-#define GFX_TUBE_HORIZ_DOWN    (GFX_START_ROCKSMORE +  5 * MORE_PER_LINE +  2)
-#define GFX_TUBE_LEFT_DOWN     (GFX_START_ROCKSMORE +  5 * MORE_PER_LINE +  3)
-#define GFX_TUBE_HORIZONTAL    (GFX_START_ROCKSMORE +  6 * MORE_PER_LINE +  0)
-#define GFX_TUBE_VERT_RIGHT    (GFX_START_ROCKSMORE +  6 * MORE_PER_LINE +  1)
-#define GFX_TUBE_CROSS         (GFX_START_ROCKSMORE +  6 * MORE_PER_LINE +  2)
-#define GFX_TUBE_VERT_LEFT     (GFX_START_ROCKSMORE +  6 * MORE_PER_LINE +  3)
-#define GFX_TUBE_VERTICAL      (GFX_START_ROCKSMORE +  7 * MORE_PER_LINE +  0)
-#define GFX_TUBE_RIGHT_UP      (GFX_START_ROCKSMORE +  7 * MORE_PER_LINE +  1)
-#define GFX_TUBE_HORIZ_UP      (GFX_START_ROCKSMORE +  7 * MORE_PER_LINE +  2)
-#define GFX_TUBE_LEFT_UP       (GFX_START_ROCKSMORE +  7 * MORE_PER_LINE +  3)
-
-#define GFX_TRAP_INACTIVE      (GFX_START_ROCKSMORE +  0 * MORE_PER_LINE +  4)
-#define GFX_TRAP_ACTIVE                (GFX_START_ROCKSMORE +  0 * MORE_PER_LINE +  7)
-#define GFX_BD_WALL            (GFX_START_ROCKSMORE +  1 * MORE_PER_LINE +  4)
-#define GFX_BD_ROCK            (GFX_START_ROCKSMORE +  2 * MORE_PER_LINE +  4)
-#define GFX_DX_SUPABOMB                (GFX_START_ROCKSMORE +  1 * MORE_PER_LINE +  7)
-
-/* graphics from "RocksFont" */
-#define GFX_CHAR_START         (GFX_START_ROCKSFONT)
-#define GFX_CHAR_ASCII0                (GFX_CHAR_START - 32)
-#define GFX_CHAR_AUSRUF                (GFX_CHAR_ASCII0 + 33)
-#define GFX_CHAR_ZOLL          (GFX_CHAR_ASCII0 + 34)
-#define GFX_CHAR_DOLLAR                (GFX_CHAR_ASCII0 + 36)
-#define GFX_CHAR_PROZ          (GFX_CHAR_ASCII0 + 37)
-#define GFX_CHAR_APOSTR                (GFX_CHAR_ASCII0 + 39)
-#define GFX_CHAR_KLAMM1                (GFX_CHAR_ASCII0 + 40)
-#define GFX_CHAR_KLAMM2                (GFX_CHAR_ASCII0 + 41)
-#define GFX_CHAR_PLUS          (GFX_CHAR_ASCII0 + 43)
-#define GFX_CHAR_KOMMA         (GFX_CHAR_ASCII0 + 44)
-#define GFX_CHAR_MINUS         (GFX_CHAR_ASCII0 + 45)
-#define GFX_CHAR_PUNKT         (GFX_CHAR_ASCII0 + 46)
-#define GFX_CHAR_SLASH         (GFX_CHAR_ASCII0 + 47)
-#define GFX_CHAR_0             (GFX_CHAR_ASCII0 + 48)
-#define GFX_CHAR_9             (GFX_CHAR_ASCII0 + 57)
-#define GFX_CHAR_DOPPEL                (GFX_CHAR_ASCII0 + 58)
-#define GFX_CHAR_SEMIKL                (GFX_CHAR_ASCII0 + 59)
-#define GFX_CHAR_LT            (GFX_CHAR_ASCII0 + 60)
-#define GFX_CHAR_GLEICH                (GFX_CHAR_ASCII0 + 61)
-#define GFX_CHAR_GT            (GFX_CHAR_ASCII0 + 62)
-#define GFX_CHAR_FRAGE         (GFX_CHAR_ASCII0 + 63)
-#define GFX_CHAR_AT            (GFX_CHAR_ASCII0 + 64)
-#define GFX_CHAR_A             (GFX_CHAR_ASCII0 + 65)
-#define GFX_CHAR_Z             (GFX_CHAR_ASCII0 + 90)
-#define GFX_CHAR_AE            (GFX_CHAR_ASCII0 + 91)
-#define GFX_CHAR_OE            (GFX_CHAR_ASCII0 + 92)
-#define GFX_CHAR_UE            (GFX_CHAR_ASCII0 + 93)
-#define GFX_CHAR_COPY          (GFX_CHAR_ASCII0 + 94)
-#define GFX_CHAR_END           (GFX_CHAR_START + 79)
-
-/* new elements which still have no graphic */
-#define GFX_DOOR_WHITE         GFX_CHAR_FRAGE
-#define GFX_DOOR_WHITE_GRAY    GFX_CHAR_FRAGE
-#define GFX_KEY_WHITE          GFX_CHAR_FRAGE
-#define GFX_SIGN_RADIOACTIVITY GFX_CHAR_FRAGE
-#define GFX_SIGN_WHEELCHAIR    GFX_CHAR_FRAGE
-#define GFX_SIGN_PARKING       GFX_CHAR_FRAGE
-#define GFX_SIGN_ONEWAY                GFX_CHAR_FRAGE
-#define GFX_SIGN_HEART         GFX_CHAR_FRAGE
-#define GFX_SIGN_TRIANGLE      GFX_CHAR_FRAGE
-#define GFX_SIGN_ROUND         GFX_CHAR_FRAGE
-#define GFX_SIGN_EXIT          GFX_CHAR_FRAGE
-#define GFX_SIGN_YINYANG       GFX_CHAR_FRAGE
-#define GFX_SIGN_OTHER         GFX_CHAR_FRAGE
-#define GFX_DX_UNKNOWN_15      GFX_CHAR_FRAGE
-#define GFX_DX_UNKNOWN_42      GFX_CHAR_FRAGE
-
-
-/* the names of the sounds */
-#define SND_AMOEBE             0
-#define SND_ANTIGRAV           1
-#define SND_AUTSCH             2
-#define SND_BLURB              3
-#define SND_BONG               4
-#define SND_BUING              5
-#define SND_DENG               6
-#define SND_FUEL               7
-#define SND_GONG               8
-#define SND_HALLOFFAME         9
-#define SND_HOLZ               10
-#define SND_HUI                        11
-#define SND_KABUMM             12
-#define SND_KINK               13
-#define SND_KLAPPER            14
-#define SND_KLING              15
-#define SND_KLOPF              16
-#define SND_KLUMPF             17
-#define SND_KNACK              18
-#define SND_KNURK              19
-#define SND_KRACH              20
-#define SND_LACHEN             21
-#define SND_LASER              22
-#define SND_MIEP               23
-#define SND_NJAM               24
-#define SND_OEFFNEN            25
-#define SND_PLING              26
-#define SND_PONG               27
-#define SND_PUSCH              28
-#define SND_QUIEK              29
-#define SND_QUIRK              30
-#define SND_RHYTHMLOOP         31
-#define SND_ROAAAR             32
-#define SND_ROEHR              33
-#define SND_RUMMS              34
-#define SND_SCHLOPP            35
-#define SND_SCHLURF            36
-#define SND_SCHRFF             37
-#define SND_SCHWIRR            38
-#define SND_SIRR               39
-#define SND_SLURP              40
-#define SND_SPROING            41
-#define SND_WARNTON            42
-#define SND_WHOOSH             43
-#define SND_ZISCH              44
-#define SND_SP_BASE            45
-#define SND_SP_INFOTRON                46
-#define SND_SP_ZONKDOWN                47
-#define SND_SP_ZONKPUSH                48
-#define SND_SP_BUG             49
-#define SND_SP_BOOM            50
-#define SND_SP_BOOOM           51
-#define SND_SP_EXIT            52
-#define SND_EMPTY              53
-#define SND_GATE               54
-
-#define NUM_SOUNDS             55
-
-
-/* values for animation action types */
-#define GFX_ACTION_UNKNOWN             0
-#define GFX_ACTION_DEFAULT             1
-#define GFX_ACTION_WAITING             2
-#define GFX_ACTION_FALLING             3
-#define GFX_ACTION_MOVING              4
-#define GFX_ACTION_DIGGING             5
-#define GFX_ACTION_COLLECTING          6
-#define GFX_ACTION_PUSHING             7
-#define GFX_ACTION_PASSING             8
-#define GFX_ACTION_IMPACT              9
-#define GFX_ACTION_CRACKING            10
-#define GFX_ACTION_ACTIVATING          11
-#define GFX_ACTION_ACTIVE              12
-#define GFX_ACTION_OTHER               13
-
-#define NUM_GFX_ACTIONS                        14
-#define NUM_GFX_ACTIONS_MAPPED         7
+#define EL_BD_MAGIC_WALL_FILLING       (EL_FIRST_RUNTIME_UNREAL + 12)
+
+/* dummy elements (never used as game elements, only used as graphics) */
+#define EL_FIRST_DUMMY                 (EL_FIRST_RUNTIME_UNREAL + 13)
+
+#define EL_STEELWALL_TOPLEFT                   (EL_FIRST_DUMMY + 0)
+#define EL_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_SAND_CRUMBLED                       (EL_FIRST_DUMMY + 12)
+#define EL_DYNABOMB_ACTIVE                     (EL_FIRST_DUMMY + 13)
+#define EL_SHIELD_NORMAL_ACTIVE                        (EL_FIRST_DUMMY + 14)
+#define EL_SHIELD_DEADLY_ACTIVE                        (EL_FIRST_DUMMY + 15)
+
+#define MAX_NUM_ELEMENTS                       (EL_FIRST_DUMMY + 16)
+
+
+/* values for graphics/sounds action types */
+#define ACTION_DEFAULT                         0
+#define ACTION_WAITING                         1
+#define ACTION_FALLING                         2
+#define ACTION_MOVING                          3
+#define ACTION_DIGGING                         4
+#define ACTION_SNAPPING                                5
+#define ACTION_COLLECTING                      6
+#define ACTION_DROPPING                                7
+#define ACTION_PUSHING                         8
+#define ACTION_PASSING                         9
+#define ACTION_IMPACT                          10
+#define ACTION_BREAKING                                11
+#define ACTION_ACTIVATING                      12
+#define ACTION_DEACTIVATING                    13
+#define ACTION_OPENING                         14
+#define ACTION_CLOSING                         15
+#define ACTION_ATTACKING                       16
+#define ACTION_GROWING                         17
+#define ACTION_SHRINKING                       18
+#define ACTION_ACTIVE                          19
+#define ACTION_FILLING                         20
+#define ACTION_EMPTYING                                21
+#define ACTION_CHANGING                                22
+#define ACTION_EXPLODING                       23
+#define ACTION_DYING                           24
+#define ACTION_OTHER                           25
+
+#define NUM_ACTIONS                            26
+
+/* values for special image configuration suffixes */
+#define GFX_SPECIAL_ARG_MAIN                   0
+#define GFX_SPECIAL_ARG_LEVELS                 1
+#define GFX_SPECIAL_ARG_SCORES                 2
+#define GFX_SPECIAL_ARG_EDITOR                 3
+#define GFX_SPECIAL_ARG_INFO                   4
+#define GFX_SPECIAL_ARG_SETUP                  5
+#define GFX_SPECIAL_ARG_DOOR                   6
+#define GFX_SPECIAL_ARG_PREVIEW                        7
+
+#define NUM_SPECIAL_GFX_ARGS                   8
 
 
 /* values for image configuration suffixes */
-#define GFX_ARG_XPOS                           0
-#define GFX_ARG_YPOS                           1
-#define GFX_ARG_FRAMES                         2
-#define GFX_ARG_DELAY                          3
-#define GFX_ARG_PINGPONG                       4
-#define GFX_ARG_PINGPONG2                      5
-#define GFX_ARG_REVERSE                                6
-#define GFX_ARG_GLOBAL_SYNC                    7
-#define GFX_ARG_VERTICAL                       8
-
-/* values for image configuration */
-#define IMG_EMPTY_SPACE                                0
-#define IMG_SAND                               1
-#define IMG_SAND_CRUMBLED                      2
-#define IMG_QUICKSAND_EMPTY                    3
-#define IMG_QUICKSAND_FULL                     4
-#define IMG_QUICKSAND_SLIPPING                 5
-#define IMG_STEELWALL                          6
-#define IMG_WALL                               7
-#define IMG_WALL_CRUMBLED                      8
-#define IMG_EMERALD                            9
-#define IMG_EMERALD_FALLING                    10
-#define IMG_DIAMOND                            11
-#define IMG_DIAMOND_FALLING                    12
-#define IMG_ROCK                               13
-#define IMG_ROCK_FALLING                       14
-#define IMG_ROCK_PUSHING                       15
-#define IMG_ACIDPOOL_TOPLEFT                   16
-#define IMG_ACIDPOOL_TOPRIGHT                  17
-#define IMG_ACIDPOOL_BOTTOMLEFT                        18
-#define IMG_ACIDPOOL_BOTTOM                    19
-#define IMG_ACIDPOOL_BOTTOMRIGHT               20
-#define IMG_ACID                               21
-#define IMG_KEY1                               22
-#define IMG_KEY2                               23
-#define IMG_KEY3                               24
-#define IMG_KEY4                               25
-#define IMG_GAMEOFLIFE                         26
-#define IMG_BIOMAZE                            27
-#define IMG_BOMB                               28
-#define IMG_NUT                                        29
-#define IMG_NUT_CRACKING                       30
-#define IMG_GATE1                              31
-#define IMG_GATE2                              32
-#define IMG_GATE3                              33
-#define IMG_GATE4                              34
-#define IMG_GATE1_GRAY                         35
-#define IMG_GATE2_GRAY                         36
-#define IMG_GATE3_GRAY                         37
-#define IMG_GATE4_GRAY                         38
-#define IMG_DYNAMITE                           39
-#define IMG_DYNAMITE_ACTIVE                    40
-#define IMG_SPACESHIP_RIGHT                    41
-#define IMG_SPACESHIP_UP                       42
-#define IMG_SPACESHIP_LEFT                     43
-#define IMG_SPACESHIP_DOWN                     44
-#define IMG_BUG_RIGHT                          45
-#define IMG_BUG_UP                             46
-#define IMG_BUG_LEFT                           47
-#define IMG_BUG_DOWN                           48
-#define IMG_PACMAN_RIGHT                       49
-#define IMG_PACMAN_UP                          50
-#define IMG_PACMAN_LEFT                                51
-#define IMG_PACMAN_DOWN                                52
-#define IMG_EXPLOSION                          53
-#define IMG_YAMYAM                             54
-#define IMG_YAMYAM_MOVING                      55
-#define IMG_ROBOT                              56
-#define IMG_ROBOT_WHEEL                                57
-#define IMG_AMOEBA_DROP                                58
-#define IMG_AMOEBA_CREATING                    59
-#define IMG_AMOEBA1                            60
-#define IMG_AMOEBA2                            61
-#define IMG_AMOEBA3                            62
-#define IMG_AMOEBA4                            63
-#define IMG_AMOEBA_DEAD1                       64
-#define IMG_AMOEBA_DEAD2                       65
-#define IMG_AMOEBA_DEAD3                       66
-#define IMG_AMOEBA_DEAD4                       67
-#define IMG_LAMP_OFF                           68
-#define IMG_LAMP_ON                            69
-#define IMG_TIME_ORB_FULL                      70
-#define IMG_TIME_ORB_EMPTY                     71
-#define IMG_BD_AMOEBA                          72
-#define IMG_SOKOBAN_OBJECT                     73
-#define IMG_SOKOBAN_FIELD_EMPTY                        74
-#define IMG_SOKOBAN_FIELD_FULL                 75
-#define IMG_MAGIC_WALL                         76
-#define IMG_MAGIC_WALL_ACTIVE                  77
-#define IMG_BD_MAGIC_WALL                      78
-#define IMG_BD_MAGIC_WALL_ACTIVE               79
-#define IMG_WALL_EMERALD                       80
-#define IMG_WALL_DIAMOND                       81
-#define IMG_WALL_EMERALD_RED                   82
-#define IMG_WALL_EMERALD_PURPLE                        83
-#define IMG_WALL_EMERALD_YELLOW                        84
-#define IMG_WALL_BD_DIAMOND                    85
-#define IMG_EMERALD_RED                                86
-#define IMG_EMERALD_RED_FALLING                        87
-#define IMG_EMERALD_PURPLE                     88
-#define IMG_EMERALD_PURPLE_FALLING             89
-#define IMG_EMERALD_YELLOW                     90
-#define IMG_EMERALD_YELLOW_FALLING             91
-#define IMG_WALL_GROWING_XY                    92
-#define IMG_WALL_GROWING_X                     93
-#define IMG_WALL_GROWING_Y                     94
-#define IMG_DYNABOMB_XL                                95
-#define IMG_BLACK_ORB                          96
-#define IMG_SPEED_PILL                         97
-#define IMG_BD_DIAMOND                         98
-#define IMG_BD_DIAMOND_FALLING                 99
-#define IMG_WALL_GROWING_RIGHT                 100
-#define IMG_WALL_GROWING_LEFT                  101
-#define IMG_EXIT_CLOSED                                102
-#define IMG_EXIT_OPENING                       103
-#define IMG_EXIT_OPEN                          104
-#define IMG_DARK_YAMYAM                                105
-#define IMG_DYNABOMB_ACTIVE                    106
-#define IMG_DYNABOMB_NR                                107
-#define IMG_DYNABOMB_SZ                                108
-#define IMG_ARROW_LEFT                         109
-#define IMG_ARROW_RIGHT                                110
-#define IMG_ARROW_UP                           111
-#define IMG_ARROW_DOWN                         112
-#define IMG_BD_BUTTERFLY                       113
-#define IMG_BD_BUTTERFLY_MOVING                        114
-#define IMG_BD_BUTTERFLY_RIGHT                 115
-#define IMG_BD_BUTTERFLY_UP                    116
-#define IMG_BD_BUTTERFLY_LEFT                  117
-#define IMG_BD_BUTTERFLY_DOWN                  118
-#define IMG_BD_FIREFLY                         119
-#define IMG_BD_FIREFLY_MOVING                  120
-#define IMG_BD_FIREFLY_RIGHT                   121
-#define IMG_BD_FIREFLY_UP                      122
-#define IMG_BD_FIREFLY_LEFT                    123
-#define IMG_BD_FIREFLY_DOWN                    124
-#define IMG_STEELWALL_TOPLEFT                  125
-#define IMG_STEELWALL_TOPRIGHT                 126
-#define IMG_STEELWALL_BOTTOMLEFT               127
-#define IMG_STEELWALL_BOTTOMRIGHT              128
-#define IMG_STEELWALL_HORIZONTAL               129
-#define IMG_INVISIBLE_STEELWALL_TOPLEFT                130
-#define IMG_INVISIBLE_STEELWALL_TOPRIGHT       131
-#define IMG_INVISIBLE_STEELWALL_BOTTOMLEFT     132
-#define IMG_INVISIBLE_STEELWALL_BOTTOMRIGHT    133
-#define IMG_INVISIBLE_STEELWALL_HORIZONTAL     134
-#define IMG_PLAYER1_DOWN                       135
-#define IMG_PLAYER1_DOWN_MOVING                        136
-#define IMG_PLAYER1_DOWN_DIGGING               137
-#define IMG_PLAYER1_UP                         138
-#define IMG_PLAYER1_UP_MOVING                  139
-#define IMG_PLAYER1_UP_DIGGING                 140
-#define IMG_PLAYER1_LEFT                       141
-#define IMG_PLAYER1_LEFT_MOVING                        142
-#define IMG_PLAYER1_LEFT_DIGGING               143
-#define IMG_PLAYER1_LEFT_PUSHING               144
-#define IMG_PLAYER1_RIGHT                      145
-#define IMG_PLAYER1_RIGHT_MOVING               146
-#define IMG_PLAYER1_RIGHT_DIGGING              147
-#define IMG_PLAYER1_RIGHT_PUSHING              148
-#define IMG_PLAYER2_DOWN                       149
-#define IMG_PLAYER2_DOWN_MOVING                        150
-#define IMG_PLAYER2_DOWN_DIGGING               151
-#define IMG_PLAYER2_UP                         152
-#define IMG_PLAYER2_UP_MOVING                  153
-#define IMG_PLAYER2_UP_DIGGING                 154
-#define IMG_PLAYER2_LEFT                       155
-#define IMG_PLAYER2_LEFT_MOVING                        156
-#define IMG_PLAYER2_LEFT_DIGGING               157
-#define IMG_PLAYER2_LEFT_PUSHING               158
-#define IMG_PLAYER2_RIGHT                      159
-#define IMG_PLAYER2_RIGHT_MOVING               160
-#define IMG_PLAYER2_RIGHT_DIGGING              161
-#define IMG_PLAYER2_RIGHT_PUSHING              162
-#define IMG_PLAYER3_DOWN                       163
-#define IMG_PLAYER3_DOWN_MOVING                        164
-#define IMG_PLAYER3_DOWN_DIGGING               165
-#define IMG_PLAYER3_UP                         166
-#define IMG_PLAYER3_UP_MOVING                  167
-#define IMG_PLAYER3_UP_DIGGING                 168
-#define IMG_PLAYER3_LEFT                       169
-#define IMG_PLAYER3_LEFT_MOVING                        170
-#define IMG_PLAYER3_LEFT_DIGGING               171
-#define IMG_PLAYER3_LEFT_PUSHING               172
-#define IMG_PLAYER3_RIGHT                      173
-#define IMG_PLAYER3_RIGHT_MOVING               174
-#define IMG_PLAYER3_RIGHT_DIGGING              175
-#define IMG_PLAYER3_RIGHT_PUSHING              176
-#define IMG_PLAYER4_DOWN                       177
-#define IMG_PLAYER4_DOWN_MOVING                        178
-#define IMG_PLAYER4_DOWN_DIGGING               179
-#define IMG_PLAYER4_UP                         180
-#define IMG_PLAYER4_UP_MOVING                  181
-#define IMG_PLAYER4_UP_DIGGING                 182
-#define IMG_PLAYER4_LEFT                       183
-#define IMG_PLAYER4_LEFT_MOVING                        184
-#define IMG_PLAYER4_LEFT_DIGGING               185
-#define IMG_PLAYER4_LEFT_PUSHING               186
-#define IMG_PLAYER4_RIGHT                      187
-#define IMG_PLAYER4_RIGHT_MOVING               188
-#define IMG_PLAYER4_RIGHT_DIGGING              189
-#define IMG_PLAYER4_RIGHT_PUSHING              190
-#define IMG_WALL_GROWING_DOWN                  191
-#define IMG_WALL_GROWING_UP                    192
-#define IMG_SHIELD_NORMAL_ACTIVE               193
-#define IMG_SHIELD_DEADLY_ACTIVE               194
-#define IMG_PIG_DOWN                           195
-#define IMG_PIG_DOWN_MOVING                    196
-#define IMG_PIG_DOWN_EATING                    197
-#define IMG_PIG_UP                             198
-#define IMG_PIG_UP_MOVING                      199
-#define IMG_PIG_UP_EATING                      200
-#define IMG_PIG_LEFT                           201
-#define IMG_PIG_LEFT_MOVING                    202
-#define IMG_PIG_LEFT_EATING                    203
-#define IMG_PIG_RIGHT                          204
-#define IMG_PIG_RIGHT_MOVING                   205
-#define IMG_PIG_RIGHT_EATING                   206
-#define IMG_DRAGON_DOWN                                207
-#define IMG_DRAGON_DOWN_MOVING                 208
-#define IMG_DRAGON_DOWN_ATTACKING              209
-#define IMG_DRAGON_UP                          210
-#define IMG_DRAGON_UP_MOVING                   211
-#define IMG_DRAGON_UP_ATTACKING                        212
-#define IMG_DRAGON_LEFT                                213
-#define IMG_DRAGON_LEFT_MOVING                 214
-#define IMG_DRAGON_LEFT_ATTACKING              215
-#define IMG_DRAGON_RIGHT                       216
-#define IMG_DRAGON_RIGHT_MOVING                        217
-#define IMG_DRAGON_RIGHT_ATTACKING             218
-#define IMG_MOLE_DOWN                          219
-#define IMG_MOLE_DOWN_MOVING                   220
-#define IMG_MOLE_DOWN_DIGGING                  221
-#define IMG_MOLE_UP                            222
-#define IMG_MOLE_UP_MOVING                     223
-#define IMG_MOLE_UP_DIGGING                    224
-#define IMG_MOLE_LEFT                          225
-#define IMG_MOLE_LEFT_MOVING                   226
-#define IMG_MOLE_LEFT_DIGGING                  227
-#define IMG_MOLE_RIGHT                         228
-#define IMG_MOLE_RIGHT_MOVING                  229
-#define IMG_MOLE_RIGHT_DIGGING                 230
-#define IMG_PENGUIN_DOWN                       231
-#define IMG_PENGUIN_DOWN_MOVING                        232
-#define IMG_PENGUIN_UP                         233
-#define IMG_PENGUIN_UP_MOVING                  234
-#define IMG_PENGUIN_LEFT                       235
-#define IMG_PENGUIN_LEFT_MOVING                        236
-#define IMG_PENGUIN_RIGHT                      237
-#define IMG_PENGUIN_RIGHT_MOVING               238
-#define IMG_SATELLITE                          239
-#define IMG_SATELLITE_MOVING                   240
-#define IMG_ACID_SPLASHING_LEFT                        241
-#define IMG_ACID_SPLASHING_RIGHT               242
-#define IMG_SPARK_BLUE                         243
-#define IMG_SPARK_WHITE                                244
-#define IMG_FLAMES_LEFT1                       245
-#define IMG_FLAMES_LEFT2                       246
-#define IMG_FLAMES_LEFT3                       247
-#define IMG_FLAMES_RIGHT1                      248
-#define IMG_FLAMES_RIGHT2                      249
-#define IMG_FLAMES_RIGHT3                      250
-#define IMG_FLAMES_UP1                         251
-#define IMG_FLAMES_UP2                         252
-#define IMG_FLAMES_UP3                         253
-#define IMG_FLAMES_DOWN1                       254
-#define IMG_FLAMES_DOWN2                       255
-#define IMG_FLAMES_DOWN3                       256
-#define IMG_SP_EMPTY_SPACE                     257
-#define IMG_SP_ZONK                            258
-#define IMG_SP_ZONK_FALLING                    259
-#define IMG_SP_ZONK_PUSHING                    260
-#define IMG_SP_BASE                            261
-#define IMG_SP_MURPHY                          262
-#define IMG_SP_MURPHY_LEFT                     263
-#define IMG_SP_MURPHY_LEFT_MOVING              264
-#define IMG_SP_MURPHY_LEFT_DIGGING             265
-#define IMG_SP_MURPHY_LEFT_PUSHING             266
-#define IMG_SP_MURPHY_LEFT_SNAPPING            267
-#define IMG_SP_MURPHY_RIGHT                    268
-#define IMG_SP_MURPHY_RIGHT_MOVING             269
-#define IMG_SP_MURPHY_RIGHT_DIGGING            270
-#define IMG_SP_MURPHY_RIGHT_PUSHING            271
-#define IMG_SP_MURPHY_RIGHT_SNAPPING           272
-#define IMG_SP_MURPHY_UP                       273
-#define IMG_SP_MURPHY_UP_SNAPPING              274
-#define IMG_SP_MURPHY_DOWN                     275
-#define IMG_SP_MURPHY_DOWN_SNAPPING            276
-#define IMG_SP_MURPHY_CLONE                    277
-#define IMG_SP_INFOTRON                                278
-#define IMG_SP_INFOTRON_FALLING                        279
-#define IMG_SP_CHIP_SINGLE                     280
-#define IMG_SP_CHIP_LEFT                       281
-#define IMG_SP_CHIP_RIGHT                      282
-#define IMG_SP_CHIP_UPPER                      283
-#define IMG_SP_CHIP_LOWER                      284
-#define IMG_SP_HARD_GRAY                       285
-#define IMG_SP_HARD_GREEN                      286
-#define IMG_SP_HARD_BLUE                       287
-#define IMG_SP_HARD_RED                                288
-#define IMG_SP_HARD_YELLOW                     289
-#define IMG_SP_EXIT_CLOSED                     290
-#define IMG_SP_EXIT_OPEN                       291
-#define IMG_SP_DISK_ORANGE                     292
-#define IMG_SP_DISK_ORANGE_FALLING             293
-#define IMG_SP_DISK_ORANGE_PUSHING             294
-#define IMG_SP_DISK_YELLOW                     295
-#define IMG_SP_DISK_YELLOW_PUSHING             296
-#define IMG_SP_DISK_RED                                297
-#define IMG_SP_DISK_RED_COLLECTING             298
-#define IMG_SP_PORT1_RIGHT                     299
-#define IMG_SP_PORT1_DOWN                      300
-#define IMG_SP_PORT1_LEFT                      301
-#define IMG_SP_PORT1_UP                                302
-#define IMG_SP_PORT2_RIGHT                     303
-#define IMG_SP_PORT2_DOWN                      304
-#define IMG_SP_PORT2_LEFT                      305
-#define IMG_SP_PORT2_UP                                306
-#define IMG_SP_PORT_X                          307
-#define IMG_SP_PORT_Y                          308
-#define IMG_SP_PORT_XY                         309
-#define IMG_SP_SNIKSNAK                                310
-#define IMG_SP_SNIKSNAK_LEFT                   311
-#define IMG_SP_SNIKSNAK_RIGHT                  312
-#define IMG_SP_SNIKSNAK_UP                     313
-#define IMG_SP_SNIKSNAK_DOWN                   314
-#define IMG_SP_ELECTRON                                315
-#define IMG_SP_TERMINAL                                316
-#define IMG_SP_TERMINAL_ACTIVE                 317
-#define IMG_SP_BUGGY_BASE                      318
-#define IMG_SP_BUGGY_BASE_ACTIVATING           319
-#define IMG_SP_HARD_BASE1                      320
-#define IMG_SP_HARD_BASE2                      321
-#define IMG_SP_HARD_BASE3                      322
-#define IMG_SP_HARD_BASE4                      323
-#define IMG_SP_HARD_BASE5                      324
-#define IMG_SP_HARD_BASE6                      325
-#define IMG_INVISIBLE_STEELWALL                        326
-#define IMG_INVISIBLE_STEELWALL_ON             327
-#define IMG_INVISIBLE_SAND                     328
-#define IMG_INVISIBLE_SAND_ON                  329
-#define IMG_INVISIBLE_WALL                     330
-#define IMG_INVISIBLE_WALL_ON                  331
-#define IMG_EM_KEY1                            332
-#define IMG_EM_KEY2                            333
-#define IMG_EM_KEY3                            334
-#define IMG_EM_KEY4                            335
-#define IMG_EM_GATE1                           336
-#define IMG_EM_GATE2                           337
-#define IMG_EM_GATE3                           338
-#define IMG_EM_GATE4                           339
-#define IMG_EM_GATE1_GRAY                      340
-#define IMG_EM_GATE2_GRAY                      341
-#define IMG_EM_GATE3_GRAY                      342
-#define IMG_EM_GATE4_GRAY                      343
-#define IMG_SP_EXPLOSION                       344
-#define IMG_SP_EXPLOSION_INFOTRON              345
-#define IMG_CONVEYOR_BELT1_MIDDLE              346
-#define IMG_CONVEYOR_BELT1_MIDDLE_ACTIVE       347
-#define IMG_CONVEYOR_BELT1_LEFT                        348
-#define IMG_CONVEYOR_BELT1_LEFT_ACTIVE         349
-#define IMG_CONVEYOR_BELT1_RIGHT               350
-#define IMG_CONVEYOR_BELT1_RIGHT_ACTIVE                351
-#define IMG_CONVEYOR_BELT1_SWITCH_LEFT         352
-#define IMG_CONVEYOR_BELT1_SWITCH_MIDDLE       353
-#define IMG_CONVEYOR_BELT1_SWITCH_RIGHT                354
-#define IMG_CONVEYOR_BELT2_MIDDLE              355
-#define IMG_CONVEYOR_BELT2_MIDDLE_ACTIVE       356
-#define IMG_CONVEYOR_BELT2_LEFT                        357
-#define IMG_CONVEYOR_BELT2_LEFT_ACTIVE         358
-#define IMG_CONVEYOR_BELT2_RIGHT               359
-#define IMG_CONVEYOR_BELT2_RIGHT_ACTIVE                360
-#define IMG_CONVEYOR_BELT2_SWITCH_LEFT         361
-#define IMG_CONVEYOR_BELT2_SWITCH_MIDDLE       362
-#define IMG_CONVEYOR_BELT2_SWITCH_RIGHT                363
-#define IMG_CONVEYOR_BELT3_MIDDLE              364
-#define IMG_CONVEYOR_BELT3_MIDDLE_ACTIVE       365
-#define IMG_CONVEYOR_BELT3_LEFT                        366
-#define IMG_CONVEYOR_BELT3_LEFT_ACTIVE         367
-#define IMG_CONVEYOR_BELT3_RIGHT               368
-#define IMG_CONVEYOR_BELT3_RIGHT_ACTIVE                369
-#define IMG_CONVEYOR_BELT3_SWITCH_LEFT         370
-#define IMG_CONVEYOR_BELT3_SWITCH_MIDDLE       371
-#define IMG_CONVEYOR_BELT3_SWITCH_RIGHT                372
-#define IMG_CONVEYOR_BELT4_MIDDLE              373
-#define IMG_CONVEYOR_BELT4_MIDDLE_ACTIVE       374
-#define IMG_CONVEYOR_BELT4_LEFT                        375
-#define IMG_CONVEYOR_BELT4_LEFT_ACTIVE         376
-#define IMG_CONVEYOR_BELT4_RIGHT               377
-#define IMG_CONVEYOR_BELT4_RIGHT_ACTIVE                378
-#define IMG_CONVEYOR_BELT4_SWITCH_LEFT         379
-#define IMG_CONVEYOR_BELT4_SWITCH_MIDDLE       380
-#define IMG_CONVEYOR_BELT4_SWITCH_RIGHT                381
-#define IMG_SWITCHGATE_SWITCH_UP               382
-#define IMG_SWITCHGATE_SWITCH_DOWN             383
-#define IMG_LIGHT_SWITCH_OFF                   384
-#define IMG_LIGHT_SWITCH_ON                    385
-#define IMG_TIMEGATE_WHEEL                     386
-#define IMG_TIMEGATE_WHEEL_ACTIVE              387
-#define IMG_ENVELOPE                           388
-#define IMG_SIGN_EXCLAMATION                   389
-#define IMG_SIGN_STOP                          390
-#define IMG_LANDMINE                           391
-#define IMG_STEELWALL_SLANTED                  392
-#define IMG_EXTRA_TIME                         393
-#define IMG_SHIELD_DEADLY                      394
-#define IMG_SHIELD_NORMAL                      395
-#define IMG_SWITCHGATE_CLOSED                  396
-#define IMG_SWITCHGATE_OPENING                 397
-#define IMG_SWITCHGATE_OPEN                    398
-#define IMG_SWITCHGATE_CLOSING                 399
-#define IMG_TIMEGATE_CLOSED                    400
-#define IMG_TIMEGATE_OPENING                   401
-#define IMG_TIMEGATE_OPEN                      402
-#define IMG_TIMEGATE_CLOSING                   403
-#define IMG_BALLOON                            404
-#define IMG_BALLOON_MOVING                     405
-#define IMG_BALLOON_WINDROSE_LEFT              406
-#define IMG_BALLOON_WINDROSE_RIGHT             407
-#define IMG_BALLOON_WINDROSE_UP                        408
-#define IMG_BALLOON_WINDROSE_DOWN              409
-#define IMG_BALLOON_WINDROSE_ALL               410
-#define IMG_EMC_STEELWALL1                     411
-#define IMG_EMC_STEELWALL2                     412
-#define IMG_EMC_STEELWALL3                     413
-#define IMG_EMC_STEELWALL4                     414
-#define IMG_EMC_WALL_PILLAR_UPPER              415
-#define IMG_EMC_WALL_PILLAR_MIDDLE             416
-#define IMG_EMC_WALL_PILLAR_LOWER              417
-#define IMG_EMC_WALL4                          418
-#define IMG_EMC_WALL5                          419
-#define IMG_EMC_WALL6                          420
-#define IMG_EMC_WALL7                          421
-#define IMG_EMC_WALL8                          422
-#define IMG_ARROW_BLUE_LEFT                    423
-#define IMG_ARROW_BLUE_RIGHT                   424
-#define IMG_ARROW_BLUE_UP                      425
-#define IMG_ARROW_BLUE_DOWN                    426
-#define IMG_ARROW_RED_LEFT                     427
-#define IMG_ARROW_RED_RIGHT                    428
-#define IMG_ARROW_RED_UP                       429
-#define IMG_ARROW_RED_DOWN                     430
-#define IMG_SCROLLBAR_BLUE                     431
-#define IMG_SCROLLBAR_RED                      432
-#define IMG_SCROLLBAR_GREEN                    433
-#define IMG_SCROLLBAR_YELLOW                   434
-#define IMG_PEARL                              435
-#define IMG_PEARL_BREAKING                     436
-#define IMG_CRYSTAL                            437
-#define IMG_WALL_PEARL                         438
-#define IMG_WALL_CRYSTAL                       439
-#define IMG_SPRING                             440
-#define IMG_TUBE_RIGHT_DOWN                    441
-#define IMG_TUBE_HORIZONTAL_DOWN               442
-#define IMG_TUBE_LEFT_DOWN                     443
-#define IMG_TUBE_HORIZONTAL                    444
-#define IMG_TUBE_VERTICAL_RIGHT                        445
-#define IMG_TUBE_ALL                           446
-#define IMG_TUBE_VERTICAL_LEFT                 447
-#define IMG_TUBE_VERTICAL                      448
-#define IMG_TUBE_RIGHT_UP                      449
-#define IMG_TUBE_HORIZONTAL_UP                 450
-#define IMG_TUBE_LEFT_UP                       451
-#define IMG_TRAP_INACTIVE                      452
-#define IMG_TRAP_ACTIVE                                453
-#define IMG_TRAP_ACTIVATING                    454
-#define IMG_BD_WALL                            455
-#define IMG_BD_ROCK                            456
-#define IMG_BD_ROCK_FALLING                    457
-#define IMG_BD_ROCK_PUSHING                    458
-#define IMG_DX_BOMB                            459
-
-#define NUM_IMAGE_FILES                                460
+#define GFX_ARG_X                              0
+#define GFX_ARG_Y                              1
+#define GFX_ARG_XPOS                           2
+#define GFX_ARG_YPOS                           3
+#define GFX_ARG_WIDTH                          4
+#define GFX_ARG_HEIGHT                         5
+#define GFX_ARG_OFFSET                         6
+#define GFX_ARG_VERTICAL                       7
+#define GFX_ARG_XOFFSET                                8
+#define GFX_ARG_YOFFSET                                9
+#define GFX_ARG_FRAMES                         10
+#define GFX_ARG_FRAMES_PER_LINE                        11
+#define GFX_ARG_START_FRAME                    12
+#define GFX_ARG_DELAY                          13
+#define GFX_ARG_ANIM_MODE                      14
+#define GFX_ARG_GLOBAL_SYNC                    15
+#define GFX_ARG_STEP_OFFSET                    16
+#define GFX_ARG_STEP_DELAY                     17
+#define GFX_ARG_DIRECTION                      18
+#define GFX_ARG_POSITION                       19
+#define GFX_ARG_DRAW_XOFFSET                   20
+#define GFX_ARG_DRAW_YOFFSET                   21
+#define GFX_ARG_NAME                           22
+
+#define NUM_GFX_ARGS                           23
 
 
 /* values for sound configuration suffixes */
-/* (currently none) */
-
-/* values for sound configuration */
-#define SND_BD_EMPTY_SPACE_DIGGING             0
-#define SND_BD_SAND_DIGGING                    1
-#define SND_BD_DIAMOND_COLLECTING              2
-#define SND_BD_DIAMOND_IMPACT                  3
-#define SND_BD_ROCK_PUSHING                    4
-#define SND_BD_ROCK_IMPACT                     5
-#define SND_BD_MAGIC_WALL_ACTIVATING           6
-#define SND_BD_MAGIC_WALL_ACTIVE               7
-#define SND_BD_MAGIC_WALL_CHANGING             8
-#define SND_BD_AMOEBA_WAITING                  9
-#define SND_BD_AMOEBA_CREATING                 10
-#define SND_BD_AMOEBA_TURNING_TO_GEM           11
-#define SND_BD_AMOEBA_TURNING_TO_ROCK          12
-#define SND_BD_BUTTERFLY_MOVING                        13
-#define SND_BD_BUTTERFLY_WAITING               14
-#define SND_BD_FIREFLY_MOVING                  15
-#define SND_BD_FIREFLY_WAITING                 16
-#define SND_BD_EXIT_PASSING                    17
-#define SND_SP_EMPTY_SPACE_DIGGING             18
-#define SND_SP_BASE_DIGGING                    19
-#define SND_SP_BUGGY_BASE_DIGGING              20
-#define SND_SP_BUGGY_BASE_ACTIVATING           21
-#define SND_SP_INFOTRON_COLLECTING             22
-#define SND_SP_INFOTRON_IMPACT                 23
-#define SND_SP_ZONK_PUSHING                    24
-#define SND_SP_ZONK_IMPACT                     25
-#define SND_SP_DISK_RED_COLLECTING             26
-#define SND_SP_DISK_ORANGE_PUSHING             27
-#define SND_SP_DISK_YELLOW_PUSHING             28
-#define SND_SP_PORT_PASSING                    29
-#define SND_SP_EXIT_PASSING                    30
-#define SND_SP_ELEMENT_EXPLODING               31
-#define SND_SP_SNIKSNAK_MOVING                 32
-#define SND_SP_SNIKSNAK_WAITING                        33
-#define SND_SP_ELECTRON_MOVING                 34
-#define SND_SP_ELECTRON_WAITING                        35
-#define SND_SP_TERMINAL_ACTIVATING             36
-#define SND_SP_TERMINAL_ACTIVE                 37
-#define SND_SOKOBAN_OBJECT_PUSHING             38
-#define SND_SOKOBAN_FIELD_FILLING              39
-#define SND_SOKOBAN_FIELD_EMPTYING             40
-#define SND_SOKOBAN_GAME_SOLVING               41
-#define SND_EMPTY_SPACE_DIGGING                        42
-#define SND_SAND_DIGGING                       43
-#define SND_EMERALD_COLLECTING                 44
-#define SND_EMERALD_IMPACT                     45
-#define SND_DIAMOND_COLLECTING                 46
-#define SND_DIAMOND_IMPACT                     47
-#define SND_DIAMOND_BREAKING                   48
-#define SND_ROCK_PUSHING                       49
-#define SND_ROCK_IMPACT                                50
-#define SND_BOMB_PUSHING                       51
-#define SND_NUT_PUSHING                                52
-#define SND_NUT_CRACKING                       53
-#define SND_NUT_IMPACT                         54
-#define SND_DYNAMITE_COLLECTING                        55
-#define SND_DYNAMITE_DROPPING                  56
-#define SND_DYNAMITE_ACTIVE                    57
-#define SND_KEY_COLLECTING                     58
-#define SND_GATE_PASSING                       59
-#define SND_BUG_MOVING                         60
-#define SND_BUG_WAITING                                61
-#define SND_SPACESHIP_MOVING                   62
-#define SND_SPACESHIP_WAITING                  63
-#define SND_YAMYAM_MOVING                      64
-#define SND_YAMYAM_WAITING                     65
-#define SND_YAMYAM_EATING                      66
-#define SND_ROBOT_STEPPING                     67
-#define SND_ROBOT_WAITING                      68
-#define SND_ROBOT_WHEEL_ACTIVATING             69
-#define SND_ROBOT_WHEEL_ACTIVE                 70
-#define SND_MAGIC_WALL_ACTIVATING              71
-#define SND_MAGIC_WALL_ACTIVE                  72
-#define SND_MAGIC_WALL_CHANGING                        73
-#define SND_AMOEBA_WAITING                     74
-#define SND_AMOEBA_CREATING                    75
-#define SND_AMOEBA_DROP_CREATING               76
-#define SND_ACID_SPLASHING                     77
-#define SND_QUICKSAND_FILLING                  78
-#define SND_QUICKSAND_SLIPPING                 79
-#define SND_QUICKSAND_EMPTYING                 80
-#define SND_EXIT_OPENING                       81
-#define SND_EXIT_PASSING                       82
-#define SND_BALLOON_MOVING                     83
-#define SND_BALLOON_WAITING                    84
-#define SND_BALLOON_PUSHING                    85
-#define SND_BALLOON_SWITCH_ACTIVATING          86
-#define SND_SPRING_MOVING                      87
-#define SND_SPRING_PUSHING                     88
-#define SND_SPRING_IMPACT                      89
-#define SND_WALL_GROWING                       90
-#define SND_PEARL_COLLECTING                   91
-#define SND_PEARL_BREAKING                     92
-#define SND_PEARL_IMPACT                       93
-#define SND_CRYSTAL_COLLECTING                 94
-#define SND_CRYSTAL_IMPACT                     95
-#define SND_ENVELOPE_COLLECTING                        96
-#define SND_SAND_INVISIBLE_DIGGING             97
-#define SND_SHIELD_NORMAL_COLLECTING           98
-#define SND_SHIELD_NORMAL_ACTIVE               99
-#define SND_SHIELD_DEADLY_COLLECTING           100
-#define SND_SHIELD_DEADLY_ACTIVE               101
-#define SND_EXTRA_TIME_COLLECTING              102
-#define SND_MOLE_MOVING                                103
-#define SND_MOLE_WAITING                       104
-#define SND_MOLE_EATING                                105
-#define SND_SWITCHGATE_SWITCH_ACTIVATING       106
-#define SND_SWITCHGATE_OPENING                 107
-#define SND_SWITCHGATE_CLOSING                 108
-#define SND_SWITCHGATE_PASSING                 109
-#define SND_TIMEGATE_WHEEL_ACTIVATING          110
-#define SND_TIMEGATE_WHEEL_ACTIVE              111
-#define SND_TIMEGATE_OPENING                   112
-#define SND_TIMEGATE_CLOSING                   113
-#define SND_TIMEGATE_PASSING                   114
-#define SND_CONVEYOR_BELT_SWITCH_ACTIVATING    115
-#define SND_CONVEYOR_BELT_SWITCH_DEACTIVATING  116
-#define SND_CONVEYOR_BELT_ACTIVE               117
-#define SND_LIGHT_SWITCH_ACTIVATING            118
-#define SND_LIGHT_SWITCH_DEACTIVATING          119
-#define SND_DX_BOMB_PUSHING                    120
-#define SND_TRAP_INACTIVE_DIGGING              121
-#define SND_TRAP_ACTIVATING                    122
-#define SND_TUBE_PASSING                       123
-#define SND_AMOEBA_TURNING_TO_GEM              124
-#define SND_AMOEBA_TURNING_TO_ROCK             125
-#define SND_SPEED_PILL_COLLECTING              126
-#define SND_DYNABOMB_NR_COLLECTING             127
-#define SND_DYNABOMB_SZ_COLLECTING             128
-#define SND_DYNABOMB_XL_COLLECTING             129
-#define SND_DYNABOMB_DROPPING                  130
-#define SND_DYNABOMB_ACTIVE                    131
-#define SND_SATELLITE_MOVING                   132
-#define SND_SATELLITE_WAITING                  133
-#define SND_SATELLITE_PUSHING                  134
-#define SND_LAMP_ACTIVATING                    135
-#define SND_LAMP_DEACTIVATING                  136
-#define SND_TIME_ORB_FULL_COLLECTING           137
-#define SND_TIME_ORB_FULL_IMPACT               138
-#define SND_TIME_ORB_EMPTY_PUSHING             139
-#define SND_TIME_ORB_EMPTY_IMPACT              140
-#define SND_GAMEOFLIFE_WAITING                 141
-#define SND_GAMEOFLIFE_CREATING                        142
-#define SND_BIOMAZE_WAITING                    143
-#define SND_BIOMAZE_CREATING                   144
-#define SND_PACMAN_MOVING                      145
-#define SND_PACMAN_WAITING                     146
-#define SND_PACMAN_EATING                      147
-#define SND_DARK_YAMYAM_MOVING                 148
-#define SND_DARK_YAMYAM_WAITING                        149
-#define SND_DARK_YAMYAM_EATING                 150
-#define SND_PENGUIN_MOVING                     151
-#define SND_PENGUIN_WAITING                    152
-#define SND_PENGUIN_PASSING_EXIT               153
-#define SND_PIG_MOVING                         154
-#define SND_PIG_WAITING                                155
-#define SND_PIG_EATING                         156
-#define SND_DRAGON_MOVING                      157
-#define SND_DRAGON_WAITING                     158
-#define SND_DRAGON_ATTACKING                   159
-#define SND_PLAYER_DYING                       160
-#define SND_ELEMENT_EXPLODING                  161
-#define SND_GAME_STARTING                      162
-#define SND_GAME_RUNNING_OUT_OF_TIME           163
-#define SND_GAME_LEVELTIME_BONUS               164
-#define SND_GAME_LOSING                                165
-#define SND_GAME_WINNING                       166
-#define SND_MENU_DOOR_OPENING                  167
-#define SND_MENU_DOOR_CLOSING                  168
-#define SND_MENU_HALL_OF_FAME                  169
-#define SND_MENU_INFO_SCREEN                   170
-
-#define NUM_SOUND_FILES                                171
-
+#define SND_ARG_MODE_LOOP                      0
+
+#define NUM_SND_ARGS                           1
+
+
+/* values for font configuration */
+
+#define FONT_INITIAL_1                         0
+#define FONT_INITIAL_2                         1
+#define FONT_INITIAL_3                         2
+#define FONT_INITIAL_4                         3
+#define FONT_TITLE_1                           4
+#define FONT_TITLE_2                           5
+#define FONT_MENU_1                            6
+#define FONT_MENU_2                            7
+#define FONT_TEXT_1                            8
+#define FONT_TEXT_2                            9
+#define FONT_TEXT_3                            10
+#define FONT_TEXT_4                            11
+#define FONT_INPUT_1_ACTIVE                    12
+#define FONT_INPUT_1                           13
+#define FONT_INPUT_2_ACTIVE                    14
+#define FONT_INPUT_2                           15
+#define FONT_OPTION_OFF                                16
+#define FONT_OPTION_ON                         17
+#define FONT_VALUE_1                           18
+#define FONT_VALUE_2                           19
+#define FONT_VALUE_OLD                         20
+#define FONT_LEVEL_NUMBER                      21
+#define FONT_TAPE_RECORDER                     22
+#define FONT_GAME_INFO                         23
+
+#define NUM_FONTS                              24
+#define NUM_INITIAL_FONTS                      4
 
 /* values for game_status */
 #define EXITGAME               0
 #define TYPENAME               6
 #define HALLOFFAME             7
 #define SETUP                  8
+#define PSEUDO_PREVIEW         9
+#define PSEUDO_DOOR            10
 
 #define PROGRAM_VERSION_MAJOR  2
-#define PROGRAM_VERSION_MINOR  1
-#define PROGRAM_VERSION_PATCH  2
-#define PROGRAM_VERSION_STRING "2.1.2"
+#define PROGRAM_VERSION_MINOR  2
+#define PROGRAM_VERSION_PATCH  0
+#define PROGRAM_VERSION_STRING "2.2.0rc7"
 
 #define PROGRAM_TITLE_STRING   "Rocks'n'Diamonds"
 #define PROGRAM_AUTHOR_STRING  "Holger Schemel"
-#define PROGRAM_RIGHTS_STRING  "Copyright ^1995-2002 by"
+#define PROGRAM_RIGHTS_STRING  "Copyright ©1995-2003 by"
 #define PROGRAM_DOS_PORT_STRING        "DOS port done by Guido Schulz"
 #define PROGRAM_IDENT_STRING   PROGRAM_VERSION_STRING " " TARGET_STRING
 #define WINDOW_TITLE_STRING    PROGRAM_TITLE_STRING " " PROGRAM_IDENT_STRING
 #define WINDOW_SUBTITLE_STRING PROGRAM_RIGHTS_STRING " " PROGRAM_AUTHOR_STRING
 #define ICON_TITLE_STRING      PROGRAM_TITLE_STRING
-#define UNIX_USERDATA_DIRECTORY        ".rocksndiamonds"
 #define COOKIE_PREFIX          "ROCKSNDIAMONDS"
 #define FILENAME_PREFIX                "Rocks"
 
+#if defined(PLATFORM_UNIX)
+#define USERDATA_DIRECTORY     ".rocksndiamonds"
+#elif defined(PLATFORM_WIN32)
+#define USERDATA_DIRECTORY     PROGRAM_TITLE_STRING
+#else
+#define USERDATA_DIRECTORY     "userdata"
+#endif
+
 #define X11_ICON_FILENAME      "rocks_icon.xbm"
 #define X11_ICONMASK_FILENAME  "rocks_iconmask.xbm"
 #define MSDOS_POINTER_FILENAME "mouse.pcx"
                                              PROGRAM_VERSION_MINOR, \
                                              PROGRAM_VERSION_PATCH)
 
-/* for DrawGraphicAnimation() [tools.c] and AnimateToon() [cartoons.c] */
-#define ANIM_NORMAL            0
-#define ANIM_REVERSE           (1 << 0)
-#define ANIM_PINGPONG          (1 << 1)
-#define ANIM_PINGPONG2         (1 << 2)
-
 /* values for game_emulation */
 #define EMU_NONE               0
 #define EMU_BOULDERDASH                1
@@ -2018,8 +957,13 @@ struct PlayerInfo
                                   through doors); overrides other actions */
 
   int jx,jy, last_jx,last_jy;
-  int MovDir, MovPos, GfxPos;
-  int Frame;
+  int MovDir, MovPos, GfxDir, GfxPos;
+  int Frame, StepFrame;
+
+  int GfxAction;
+
+  boolean use_murphy_graphic;
+  boolean use_disk_red_graphic;
 
   boolean Pushing;
   boolean Switching;
@@ -2027,7 +971,10 @@ struct PlayerInfo
   boolean snapped;
 
   int last_move_dir;
-  int is_moving;
+  boolean is_moving;
+  boolean is_waiting;
+  boolean is_digging;
+  boolean is_collecting;
 
   unsigned long move_delay;
   int move_delay_value;
@@ -2035,8 +982,6 @@ struct PlayerInfo
   unsigned long push_delay;
   unsigned long push_delay_value;
 
-  int frame_reset_delay;
-
   unsigned long actual_frame_counter;
 
   int score;
@@ -2047,8 +992,8 @@ struct PlayerInfo
   int key[4];
   int dynamite;
   int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
-  int shield_passive_time_left;
-  int shield_active_time_left;
+  int shield_normal_time_left;
+  int shield_deadly_time_left;
 };
 
 struct LevelInfo
@@ -2078,6 +1023,10 @@ struct LevelInfo
   boolean double_speed;
   boolean gravity;
   boolean em_slippery_gems;    /* EM style "gems slip from wall" behaviour */
+
+  short custom_element_successor[NUM_CUSTOM_ELEMENTS];
+
+  boolean no_level_file;
 };
 
 struct TapeInfo
@@ -2086,6 +1035,7 @@ struct TapeInfo
   int game_version;    /* game release version the tape was created with */
   int engine_version;  /* game engine version the tape was recorded with */
 
+  char *level_identifier;
   int level_nr;
   unsigned long random_seed;
   unsigned long date;
@@ -2097,6 +1047,8 @@ struct TapeInfo
   boolean recording, playing, pausing;
   boolean fast_forward;
   boolean index_search;
+  boolean auto_play;
+  boolean auto_play_level_solved;
   boolean quick_resume;
   boolean single_step;
   boolean changed;
@@ -2133,6 +1085,19 @@ struct GameInfo
 
 struct GlobalInfo
 {
+  char *autoplay_leveldir;
+  int autoplay_level_nr;
+
+  int num_toons;
+
+  int menu_draw_xoffset;
+  int menu_draw_yoffset;
+  int menu_draw_xoffset_MAIN;
+  int menu_draw_yoffset_MAIN;
+
+  int door_step_offset;
+  int door_step_delay;
+
   float frames_per_second;
   boolean fps_slowdown;
   int fps_slowdown_factor;
@@ -2140,83 +1105,146 @@ struct GlobalInfo
 
 struct ElementInfo
 {
-  char *sound_class_name;      /* classification for custom sound effects */
+  char *token_name;            /* element token used in config files */
+  char *class_name;            /* element class used in config files */
   char *editor_description;    /* short description for level editor */
+  char *custom_description;    /* custom description for level editor */
 
-  int graphic[NUM_GFX_ACTIONS_MAPPED];
-
+  int graphic[NUM_ACTIONS];    /* default graphics for several actions */
+  int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
                                /* special graphics for left/right/up/down */
-  int direction_graphic[NUM_GFX_ACTIONS_MAPPED][4];
-  boolean has_direction_graphic[NUM_GFX_ACTIONS_MAPPED];
+  int special_graphic[NUM_SPECIAL_GFX_ARGS];
+                               /* special graphics for certain screens */
+
+  int sound[NUM_ACTIONS];      /* default sounds for several actions */
 };
 
-struct GraphicInfo
+struct FontInfo
 {
-  Bitmap *bitmap;
-  int src_x, src_y;
+  char *token_name;            /* font token used in config files */
+
+  int graphic;                 /* default graphic for this font */
+  int special_graphic[NUM_SPECIAL_GFX_ARGS];
+                               /* special graphics for certain screens */
+  int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
+                               /* internal bitmap ID for special graphics */
 };
 
-struct NewGraphicInfo
+struct GraphicInfo
 {
   Bitmap *bitmap;
-  int src_x, src_y;
+  int src_x, src_y;            /* start position of animation frames */
+  int width, height;           /* width/height of each animation frame */
+  int offset_x, offset_y;      /* x/y offset to next animation frame */
   int anim_frames;
-  int anim_delay;
+  int anim_frames_per_line;
+  int anim_start_frame;
+  int anim_delay;              /* important: delay of 1 means "no delay"! */
   int anim_mode;
   boolean anim_global_sync;
-  boolean anim_vertical;
+
+  int step_offset;             /* optional step offset of toon animations */
+  int step_delay;              /* optional step delay of toon animations */
+
+  int draw_x, draw_y;          /* optional offset for drawing fonts chars */
+
+#if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
+  Pixmap clip_mask;            /* single-graphic-only clip mask for X11 */
+  GC clip_gc;                  /* single-graphic-only clip gc for X11 */
+#endif
+};
+
+struct SoundInfo
+{
+  boolean loop;
+};
+
+struct ElementActionInfo
+{
+  char *suffix;
+  int value;
+  boolean is_loop_sound;
 };
 
-extern GC              tile_clip_gc;
-extern Bitmap         *pix[];
-extern Pixmap          tile_clipmask[];
-extern DrawBuffer      *fieldbuffer;
-extern DrawBuffer      *drawto_field;
-
-extern int             game_status;
-extern boolean         level_editor_test_game;
-extern boolean         network_playing;
-
-extern int             key_joystick_mapping;
-
-extern boolean         redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
-extern int             redraw_x1, redraw_y1;
-
-extern short           Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short           Ur[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short           MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short           MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short           MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short           Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short           Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short           StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short           Frame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern boolean         Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short           JustStopped[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short           AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short           AmoebaCnt[MAX_NUM_AMOEBA], AmoebaCnt2[MAX_NUM_AMOEBA];
-extern short           ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern unsigned long   Elementeigenschaften1[MAX_ELEMENTS];
-extern unsigned long   Elementeigenschaften2[MAX_ELEMENTS];
-
-extern int             lev_fieldx,lev_fieldy, scroll_x,scroll_y;
-
-extern int             FX,FY, ScrollStepSize;
-extern int             ScreenMovDir, ScreenMovPos, ScreenGfxPos;
-extern int             BorderElement;
-extern int             GameFrameDelay;
-extern int             FfwdFrameDelay;
-extern int             BX1,BY1, BX2,BY2;
-extern int             SBX_Left, SBX_Right;
-extern int             SBY_Upper, SBY_Lower;
-extern int             ZX,ZY, ExitX,ExitY;
-extern int             AllPlayersGone;
-
-extern int             TimeFrames, TimePlayed, TimeLeft;
-extern boolean         SiebAktiv;
-extern int             SiebCount;
-
-extern boolean         network_player_action_received;
+struct ElementDirectionInfo
+{
+  char *suffix;
+  int value;
+};
+
+struct SpecialSuffixInfo
+{
+  char *suffix;
+  int value;
+};
+
+
+#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;
+extern DrawBuffer            *drawto_field;
+
+extern int                     game_status;
+extern boolean                 level_editor_test_game;
+extern boolean                 network_playing;
+
+extern int                     key_joystick_mapping;
+
+extern boolean                 redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
+extern int                     redraw_x1, redraw_y1;
+
+extern short                   Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   Ur[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern boolean                 Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   JustStopped[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   AmoebaCnt[MAX_NUM_AMOEBA];
+extern short                   AmoebaCnt2[MAX_NUM_AMOEBA];
+extern short                   ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+
+extern unsigned long           Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
+
+extern int                     GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern int                     GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern int                     GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern int                     GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+
+extern int                     lev_fieldx, lev_fieldy;
+extern int                     scroll_x, scroll_y;
+
+extern int                     FX, FY;
+extern int                     ScrollStepSize;
+extern int                     ScreenMovDir, ScreenMovPos, ScreenGfxPos;
+extern int                     BorderElement;
+extern int                     GameFrameDelay;
+extern int                     FfwdFrameDelay;
+extern int                     BX1, BY1;
+extern int                     BX2, BY2;
+extern int                     SBX_Left, SBX_Right;
+extern int                     SBY_Upper, SBY_Lower;
+extern int                     ZX, ZY;
+extern int                     ExitX, ExitY;
+extern int                     AllPlayersGone;
+
+extern int                     TimeFrames, TimePlayed, TimeLeft;
+extern boolean                 SiebAktiv;
+extern int                     SiebCount;
+
+extern boolean                 network_player_action_received;
+
+extern int                     graphics_action_mapping[];
 
 extern struct LevelInfo                level;
 extern struct PlayerInfo       stored_player[], *local_player;
@@ -2225,10 +1253,13 @@ extern struct TapeInfo          tape;
 extern struct GameInfo         game;
 extern struct GlobalInfo       global;
 extern struct ElementInfo      element_info[];
-extern struct GraphicInfo      graphic_info[];
-extern struct NewGraphicInfo   new_graphic_info[];
+extern struct ElementActionInfo        element_action_info[];
+extern struct ElementDirectionInfo element_direction_info[];
+extern struct SpecialSuffixInfo special_suffix_info[];
+extern struct FontInfo         font_info[];
+extern struct GraphicInfo      *graphic_info;
+extern struct SoundInfo               *sound_info;
 extern struct ConfigInfo       image_config[], sound_config[];
 extern struct ConfigInfo       image_config_suffix[], sound_config_suffix[];
-extern struct FileInfo        *image_files, *sound_files;
 
 #endif /* MAIN_H */