#define MV_BIT_WHEN_PUSHED 10
#define MV_BIT_MAZE_RUNNER 11
#define MV_BIT_MAZE_HUNTER 12
+#define MV_BIT_PROJECTILE 13
+#define MV_BIT_TURNING_LEFT_RIGHT 14
+#define MV_BIT_TURNING_RIGHT_LEFT 15
+#define MV_BIT_TURNING_RANDOM 16
/* values for special move patterns for custom elements */
#define MV_HORIZONTAL (MV_LEFT | MV_RIGHT)
#define MV_MAZE_RUNNER (1 << MV_BIT_MAZE_RUNNER)
#define MV_MAZE_HUNTER (1 << MV_BIT_MAZE_HUNTER)
#define MV_MAZE_RUNNER_STYLE (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
+#define MV_PROJECTILE (1 << MV_BIT_PROJECTILE)
+#define MV_TURNING_LEFT_RIGHT (1 << MV_BIT_TURNING_LEFT_RIGHT)
+#define MV_TURNING_RIGHT_LEFT (1 << MV_BIT_TURNING_RIGHT_LEFT)
+#define MV_TURNING_RANDOM (1 << MV_BIT_TURNING_RANDOM)
/* values for slippery property for custom elements */
#define SLIPPERY_ANY_RANDOM 0
#define PROGRAM_VERSION_MAJOR 3
#define PROGRAM_VERSION_MINOR 0
-#define PROGRAM_VERSION_PATCH 8
-#define PROGRAM_VERSION_BUILD 1
+#define PROGRAM_VERSION_PATCH 9
+#define PROGRAM_VERSION_BUILD 0
#define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
#define PROGRAM_AUTHOR_STRING "Holger Schemel"
{
boolean present; /* player present in level playfield */
boolean connected; /* player connected (locally or via network) */
- boolean active; /* player (present && connected) */
+ boolean active; /* player present and connected */
int index_nr, client_nr, element_nr;
int anim_delay_counter;
int post_delay_counter;
- int action_waiting;
+ int action_waiting, last_action_waiting;
int special_action_bored;
int special_action_sleeping;
unsigned long actual_frame_counter;
+ int drop_delay;
+
int step_counter;
int score;