#define EP_CAN_EXPLODE_1X1 23
#define EP_PUSHABLE 24
#define EP_CAN_EXPLODE_DYNA 25
+#define EP_PROTECTED 26
/* values for pre-defined properties */
#define EP_PLAYER 32
#define CP_HALF_DESTRUCTIVE 1
#define CP_FULL_DESTRUCTIVE 2
-/* values for special move patterns (bits 0-3: basic move directions) */
+/* values for custom move patterns (bits 0 - 3: basic move directions) */
#define MV_BIT_TOWARDS_PLAYER 4
#define MV_BIT_AWAY_FROM_PLAYER 5
#define MV_BIT_ALONG_LEFT_SIDE 6
#define MV_BIT_TURNING_LEFT_RIGHT 14
#define MV_BIT_TURNING_RIGHT_LEFT 15
#define MV_BIT_TURNING_RANDOM 16
-#define MV_BIT_PREVIOUS 17
-/* values for special move patterns for custom elements */
+/* values for custom move patterns */
#define MV_HORIZONTAL (MV_LEFT | MV_RIGHT)
#define MV_VERTICAL (MV_UP | MV_DOWN)
#define MV_ALL_DIRECTIONS (MV_HORIZONTAL | MV_VERTICAL)
#define MV_ANY_DIRECTION (MV_ALL_DIRECTIONS)
-#define MV_RANDOM (MV_ALL_DIRECTIONS)
-#define MV_AUTOMATIC (MV_NO_MOVING)
#define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER)
#define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER)
#define MV_ALONG_LEFT_SIDE (1 << MV_BIT_ALONG_LEFT_SIDE)
#define MV_TURNING_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)
-#define MV_PREVIOUS (1 << MV_BIT_PREVIOUS)
+
+/* values for initial move direction (bits 0 - 3: basic move directions) */
+#define MV_START_BIT_PREVIOUS 4
+
+/* values for initial move direction */
+#define MV_START_AUTOMATIC (MV_NO_MOVING)
+#define MV_START_LEFT (MV_LEFT)
+#define MV_START_RIGHT (MV_RIGHT)
+#define MV_START_UP (MV_UP)
+#define MV_START_DOWN (MV_DOWN)
+#define MV_START_RANDOM (MV_ALL_DIRECTIONS)
+#define MV_START_PREVIOUS (1 << MV_START_BIT_PREVIOUS)
/* values for elements left behind by custom elements */
#define LEAVE_TYPE_UNLIMITED 0
#define CAN_EXPLODE_1X1(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_1X1)
#define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
#define CAN_EXPLODE_DYNA(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_DYNA)
+#define IS_PROTECTED(e) HAS_PROPERTY(e, EP_PROTECTED)
/* macros for special configurable properties */
#define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
#define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
#define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
+
+#if 1
+#define ENEMY_PROTECTED_FIELD(x,y) (IS_PROTECTED(Feld[x][y]) || \
+ IS_PROTECTED(Back[x][y]))
+#define EXPLOSION_PROTECTED_FIELD(x,y) (IS_EXPLOSION_PROOF(Feld[x][y]))
+#define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
+ ENEMY_PROTECTED_FIELD(x, y))
+#define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
+ EXPLOSION_PROTECTED_FIELD(x, y))
+#else
#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))
+#endif
#define PLAYER_SWITCHING(p,x,y) ((p)->is_switching && \
(p)->switch_x == (x) && (p)->switch_y == (y))
/* fundamental game speed values */
+#define ONE_SECOND_DELAY 1000 /* delay value for one second */
#define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
#define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
-#define FRAMES_PER_SECOND (1000 / GAME_FRAME_DELAY)
+#define FRAMES_PER_SECOND (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
#define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
#define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
#define MAX_ENVELOPE_YSIZE 20
#define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
#define MIN_CHANGE_PAGES 1
-#define MAX_CHANGE_PAGES 16
+#define MAX_CHANGE_PAGES 32
#define MIN_ELEMENTS_IN_GROUP 1
#define MAX_ELEMENTS_IN_GROUP 16
#define EL_GROUP_END 655
/* ---------- end of custom elements section ------------------------------- */
-#define NUM_FILE_ELEMENTS 656
+#define EL_UNKNOWN 656
+
+#define NUM_FILE_ELEMENTS 657
/* "real" (and therefore drawable) runtime elements */
boolean use_murphy_graphic;
+ boolean block_last_field;
+
boolean LevelSolved, GameOver;
int last_move_dir;
boolean double_speed;
boolean initial_gravity;
boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
+ boolean block_last_field; /* player blocks previous field while moving */
+ boolean sp_block_last_field; /* player blocks previous field while moving */
short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
int content[3][3]; /* new elements after explosion */
+ int explosion_delay; /* duration of explosion of this element */
+ int ignition_delay; /* delay for explosion by other explosion */
+
struct ElementChangeInfo *change_page; /* actual list of change pages */
struct ElementChangeInfo *change; /* pointer to current change page */
int access_type; /* walkable or passable */
int access_layer; /* accessible over/inside/under */
+ int access_protected; /* protection against deadly elements */
int walk_to_action; /* diggable/collectible/pushable */
int smash_targets; /* can smash player/enemies/everything */
int deadliness; /* deadly when running/colliding/touching */