+ EL_CONVEYOR_BELT_1_LEFT,
+ EL_CONVEYOR_BELT_1_MIDDLE,
+ EL_CONVEYOR_BELT_1_RIGHT,
+ EL_CONVEYOR_BELT_2_LEFT,
+ EL_CONVEYOR_BELT_2_MIDDLE,
+ EL_CONVEYOR_BELT_2_RIGHT,
+ EL_CONVEYOR_BELT_3_LEFT,
+ EL_CONVEYOR_BELT_3_MIDDLE,
+ EL_CONVEYOR_BELT_3_RIGHT,
+ EL_CONVEYOR_BELT_4_LEFT,
+ EL_CONVEYOR_BELT_4_MIDDLE,
+ EL_CONVEYOR_BELT_4_RIGHT,
+ -1
+ };
+
+ static int ep_belt_active[] =
+ {
+ EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE,
+ EL_CONVEYOR_BELT_1_RIGHT_ACTIVE,
+ EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE,
+ EL_CONVEYOR_BELT_2_RIGHT_ACTIVE,
+ EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE,
+ EL_CONVEYOR_BELT_3_RIGHT_ACTIVE,
+ EL_CONVEYOR_BELT_4_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE,
+ EL_CONVEYOR_BELT_4_RIGHT_ACTIVE,
+ -1
+ };
+
+ static int ep_belt_switch[] =
+ {
+ EL_CONVEYOR_BELT_1_SWITCH_LEFT,
+ EL_CONVEYOR_BELT_1_SWITCH_MIDDLE,
+ EL_CONVEYOR_BELT_1_SWITCH_RIGHT,
+ EL_CONVEYOR_BELT_2_SWITCH_LEFT,
+ EL_CONVEYOR_BELT_2_SWITCH_MIDDLE,
+ EL_CONVEYOR_BELT_2_SWITCH_RIGHT,
+ EL_CONVEYOR_BELT_3_SWITCH_LEFT,
+ EL_CONVEYOR_BELT_3_SWITCH_MIDDLE,
+ EL_CONVEYOR_BELT_3_SWITCH_RIGHT,
+ EL_CONVEYOR_BELT_4_SWITCH_LEFT,
+ EL_CONVEYOR_BELT_4_SWITCH_MIDDLE,
+ EL_CONVEYOR_BELT_4_SWITCH_RIGHT,
+ -1
+ };
+
+ static int ep_tube[] =
+ {
+ EL_TUBE_LEFT_UP,
+ EL_TUBE_LEFT_DOWN,
+ EL_TUBE_RIGHT_UP,
+ EL_TUBE_RIGHT_DOWN,
+ EL_TUBE_HORIZONTAL,
+ EL_TUBE_HORIZONTAL_UP,
+ EL_TUBE_HORIZONTAL_DOWN,
+ EL_TUBE_VERTICAL,
+ EL_TUBE_VERTICAL_LEFT,
+ EL_TUBE_VERTICAL_RIGHT,
+ EL_TUBE_ANY,
+ -1
+ };
+
+ static int ep_keygate[] =
+ {
+ EL_GATE_1,
+ EL_GATE_2,
+ EL_GATE_3,
+ EL_GATE_4,
+ EL_GATE_1_GRAY,
+ EL_GATE_2_GRAY,
+ EL_GATE_3_GRAY,
+ EL_GATE_4_GRAY,
+ EL_EM_GATE_1,
+ EL_EM_GATE_2,
+ EL_EM_GATE_3,
+ EL_EM_GATE_4,
+ EL_EM_GATE_1_GRAY,
+ EL_EM_GATE_2_GRAY,
+ EL_EM_GATE_3_GRAY,
+ EL_EM_GATE_4_GRAY,
+ -1
+ };
+
+ static int ep_amoeboid[] =
+ {
+ EL_AMOEBA_DEAD,
+ EL_AMOEBA_WET,
+ EL_AMOEBA_DRY,
+ EL_AMOEBA_FULL,
+ EL_BD_AMOEBA,
+ -1
+ };
+
+ static int ep_amoebalive[] =
+ {
+ EL_AMOEBA_WET,
+ EL_AMOEBA_DRY,
+ EL_AMOEBA_FULL,
+ EL_BD_AMOEBA,
+ -1
+ };
+
+ static int ep_has_content[] =
+ {
+ EL_YAMYAM,
+ EL_AMOEBA_WET,
+ EL_AMOEBA_DRY,
+ EL_AMOEBA_FULL,
+ EL_BD_AMOEBA,
+ -1
+ };
+
+ static int ep_active_bomb[] =
+ {
+ EL_DYNAMITE_ACTIVE,
+ EL_DYNABOMB_PLAYER_1_ACTIVE,
+ EL_DYNABOMB_PLAYER_2_ACTIVE,
+ EL_DYNABOMB_PLAYER_3_ACTIVE,
+ EL_DYNABOMB_PLAYER_4_ACTIVE,
+ EL_SP_DISK_RED_ACTIVE,
+ -1
+ };
+
+ static int ep_inactive[] =
+ {
+ EL_EMPTY,
+ EL_SAND,
+ EL_WALL,
+ EL_BD_WALL,
+ EL_WALL_CRUMBLED,
+ EL_STEELWALL,
+ EL_AMOEBA_DEAD,
+ EL_QUICKSAND_EMPTY,
+ EL_STONEBLOCK,
+ EL_ROBOT_WHEEL,
+ EL_KEY_1,
+ EL_KEY_2,
+ EL_KEY_3,
+ EL_KEY_4,
+ EL_EM_KEY_1,
+ EL_EM_KEY_2,
+ EL_EM_KEY_3,
+ EL_EM_KEY_4,
+ EL_GATE_1,
+ EL_GATE_2,
+ EL_GATE_3,
+ EL_GATE_4,
+ EL_GATE_1_GRAY,
+ EL_GATE_2_GRAY,
+ EL_GATE_3_GRAY,
+ EL_GATE_4_GRAY,
+ EL_EM_GATE_1,
+ EL_EM_GATE_2,
+ EL_EM_GATE_3,
+ EL_EM_GATE_4,
+ EL_EM_GATE_1_GRAY,
+ EL_EM_GATE_2_GRAY,
+ EL_EM_GATE_3_GRAY,
+ EL_EM_GATE_4_GRAY,
+ EL_DYNAMITE,
+ EL_INVISIBLE_STEELWALL,
+ EL_INVISIBLE_WALL,
+ EL_INVISIBLE_SAND,
+ EL_LAMP,
+ EL_LAMP_ACTIVE,
+ EL_WALL_EMERALD,
+ EL_WALL_DIAMOND,
+ EL_WALL_BD_DIAMOND,
+ EL_WALL_EMERALD_YELLOW,
+ EL_DYNABOMB_INCREASE_NUMBER,
+ EL_DYNABOMB_INCREASE_SIZE,
+ EL_DYNABOMB_INCREASE_POWER,
+ EL_SOKOBAN_OBJECT,
+ EL_SOKOBAN_FIELD_EMPTY,
+ EL_SOKOBAN_FIELD_FULL,
+ EL_WALL_EMERALD_RED,
+ EL_WALL_EMERALD_PURPLE,
+ EL_ACID_POOL_TOPLEFT,
+ EL_ACID_POOL_TOPRIGHT,
+ EL_ACID_POOL_BOTTOMLEFT,
+ EL_ACID_POOL_BOTTOM,
+ EL_ACID_POOL_BOTTOMRIGHT,
+ EL_MAGIC_WALL,
+ EL_MAGIC_WALL_DEAD,
+ EL_BD_MAGIC_WALL,
+ EL_BD_MAGIC_WALL_DEAD,
+ EL_AMOEBA_TO_DIAMOND,
+ EL_BLOCKED,
+ EL_SP_EMPTY,
+ EL_SP_BASE,
+ EL_SP_PORT_RIGHT,
+ EL_SP_PORT_DOWN,
+ EL_SP_PORT_LEFT,
+ EL_SP_PORT_UP,
+ EL_SP_GRAVITY_PORT_RIGHT,
+ EL_SP_GRAVITY_PORT_DOWN,
+ EL_SP_GRAVITY_PORT_LEFT,
+ EL_SP_GRAVITY_PORT_UP,
+ EL_SP_PORT_HORIZONTAL,
+ EL_SP_PORT_VERTICAL,
+ EL_SP_PORT_ANY,
+ EL_SP_DISK_RED,
+ EL_SP_DISK_YELLOW,
+ EL_SP_CHIP_SINGLE,
+ EL_SP_CHIP_LEFT,
+ EL_SP_CHIP_RIGHT,
+ EL_SP_CHIP_TOP,
+ EL_SP_CHIP_BOTTOM,
+ EL_SP_HARDWARE_GRAY,
+ EL_SP_HARDWARE_GREEN,
+ EL_SP_HARDWARE_BLUE,
+ EL_SP_HARDWARE_RED,
+ EL_SP_HARDWARE_YELLOW,
+ EL_SP_HARDWARE_BASE_1,
+ EL_SP_HARDWARE_BASE_2,
+ EL_SP_HARDWARE_BASE_3,
+ EL_SP_HARDWARE_BASE_4,
+ EL_SP_HARDWARE_BASE_5,
+ EL_SP_HARDWARE_BASE_6,
+ EL_CONVEYOR_BELT_1_SWITCH_LEFT,
+ EL_CONVEYOR_BELT_1_SWITCH_MIDDLE,
+ EL_CONVEYOR_BELT_1_SWITCH_RIGHT,
+ EL_CONVEYOR_BELT_2_SWITCH_LEFT,
+ EL_CONVEYOR_BELT_2_SWITCH_MIDDLE,
+ EL_CONVEYOR_BELT_2_SWITCH_RIGHT,
+ EL_CONVEYOR_BELT_3_SWITCH_LEFT,
+ EL_CONVEYOR_BELT_3_SWITCH_MIDDLE,
+ EL_CONVEYOR_BELT_3_SWITCH_RIGHT,
+ EL_CONVEYOR_BELT_4_SWITCH_LEFT,
+ EL_CONVEYOR_BELT_4_SWITCH_MIDDLE,
+ EL_CONVEYOR_BELT_4_SWITCH_RIGHT,
+ EL_SIGN_EXCLAMATION,
+ EL_SIGN_RADIOACTIVITY,
+ EL_SIGN_STOP,
+ EL_SIGN_WHEELCHAIR,
+ EL_SIGN_PARKING,
+ EL_SIGN_ONEWAY,
+ EL_SIGN_HEART,
+ EL_SIGN_TRIANGLE,
+ EL_SIGN_ROUND,
+ EL_SIGN_EXIT,
+ EL_SIGN_YINYANG,
+ EL_SIGN_OTHER,
+ EL_STEELWALL_SLANTED,
+ EL_EMC_STEELWALL_1,
+ EL_EMC_STEELWALL_2,
+ EL_EMC_STEELWALL_3,
+ EL_EMC_STEELWALL_4,
+ EL_EMC_WALL_1,
+ EL_EMC_WALL_2,
+ EL_EMC_WALL_3,
+ EL_EMC_WALL_4,
+ EL_EMC_WALL_5,
+ EL_EMC_WALL_6,
+ EL_EMC_WALL_7,
+ EL_EMC_WALL_8,
+ -1
+ };
+
+ static struct
+ {
+ int *elements;
+ int property;
+ } element_properties[] =
+ {
+ { ep_diggable, EP_DIGGABLE },
+ { ep_collectible, EP_COLLECTIBLE },
+ { ep_dont_run_into, EP_DONT_RUN_INTO },
+ { ep_dont_collide_with, EP_DONT_COLLIDE_WITH },
+ { ep_dont_touch, EP_DONT_TOUCH },
+ { ep_indestructible, EP_INDESTRUCTIBLE },
+ { ep_slippery, EP_SLIPPERY },
+ { ep_can_change, EP_CAN_CHANGE },
+ { ep_can_move, EP_CAN_MOVE },
+ { ep_can_fall, EP_CAN_FALL },
+ { ep_can_smash_player, EP_CAN_SMASH_PLAYER },
+ { ep_can_smash_enemies, EP_CAN_SMASH_ENEMIES },
+ { ep_can_smash_everything, EP_CAN_SMASH_EVERYTHING },
+ { ep_can_explode_by_fire, EP_CAN_EXPLODE_BY_FIRE },
+ { ep_can_explode_smashed, EP_CAN_EXPLODE_SMASHED },
+ { ep_can_explode_impact, EP_CAN_EXPLODE_IMPACT },
+ { ep_walkable_over, EP_WALKABLE_OVER },
+ { ep_walkable_inside, EP_WALKABLE_INSIDE },
+ { ep_walkable_under, EP_WALKABLE_UNDER },
+ { ep_passable_over, EP_PASSABLE_OVER },
+ { ep_passable_inside, EP_PASSABLE_INSIDE },
+ { ep_passable_under, EP_PASSABLE_UNDER },
+ { ep_pushable, EP_PUSHABLE },
+
+ { ep_can_be_crumbled, EP_CAN_BE_CRUMBLED },
+
+ { ep_player, EP_PLAYER },
+ { ep_can_pass_magic_wall, EP_CAN_PASS_MAGIC_WALL },
+ { ep_switchable, EP_SWITCHABLE },
+ { ep_bd_element, EP_BD_ELEMENT },
+ { ep_sp_element, EP_SP_ELEMENT },
+ { ep_sb_element, EP_SB_ELEMENT },
+ { ep_gem, EP_GEM },
+ { ep_food_dark_yamyam, EP_FOOD_DARK_YAMYAM },
+ { ep_food_penguin, EP_FOOD_PENGUIN },
+ { ep_food_pig, EP_FOOD_PIG },
+ { ep_historic_wall, EP_HISTORIC_WALL },
+ { ep_historic_solid, EP_HISTORIC_SOLID },
+ { ep_classic_enemy, EP_CLASSIC_ENEMY },
+ { ep_belt, EP_BELT },
+ { ep_belt_active, EP_BELT_ACTIVE },
+ { ep_belt_switch, EP_BELT_SWITCH },
+ { ep_tube, EP_TUBE },
+ { ep_keygate, EP_KEYGATE },
+ { ep_amoeboid, EP_AMOEBOID },
+ { ep_amoebalive, EP_AMOEBALIVE },
+ { ep_has_content, EP_HAS_CONTENT },
+ { ep_active_bomb, EP_ACTIVE_BOMB },
+ { ep_inactive, EP_INACTIVE },
+
+ { NULL, -1 }
+ };
+
+ static int copy_properties[][5] =
+ {
+ {
+ EL_BUG,
+ EL_BUG_LEFT, EL_BUG_RIGHT,
+ EL_BUG_UP, EL_BUG_DOWN
+ },
+ {
+ EL_SPACESHIP,
+ EL_SPACESHIP_LEFT, EL_SPACESHIP_RIGHT,
+ EL_SPACESHIP_UP, EL_SPACESHIP_DOWN
+ },
+ {
+ EL_BD_BUTTERFLY,
+ EL_BD_BUTTERFLY_LEFT, EL_BD_BUTTERFLY_RIGHT,
+ EL_BD_BUTTERFLY_UP, EL_BD_BUTTERFLY_DOWN
+ },
+ {
+ EL_BD_FIREFLY,
+ EL_BD_FIREFLY_LEFT, EL_BD_FIREFLY_RIGHT,
+ EL_BD_FIREFLY_UP, EL_BD_FIREFLY_DOWN
+ },
+ {
+ EL_PACMAN,
+ EL_PACMAN_LEFT, EL_PACMAN_RIGHT,
+ EL_PACMAN_UP, EL_PACMAN_DOWN
+ },
+ {
+ -1,
+ -1, -1, -1, -1
+ }
+ };
+
+ int i, j, k;
+
+ /* always start with reliable default values (element has no properties) */
+ for (i=0; i < MAX_NUM_ELEMENTS; i++)
+ for (j=0; j < NUM_ELEMENT_PROPERTIES; j++)
+ SET_PROPERTY(i, j, FALSE);
+
+ /* set all base element properties from above array definitions */
+ for (i=0; element_properties[i].elements != NULL; i++)
+ for (j=0; (element_properties[i].elements)[j] != -1; j++)
+ SET_PROPERTY((element_properties[i].elements)[j],
+ element_properties[i].property, TRUE);
+
+ /* copy properties to some elements that are only stored in level file */
+ for (i=0; i < NUM_ELEMENT_PROPERTIES; i++)
+ for (j=0; copy_properties[j][0] != -1; j++)
+ if (HAS_PROPERTY(copy_properties[j][0], i))
+ for (k=1; k<=4; k++)
+ SET_PROPERTY(copy_properties[j][k], i, TRUE);
+}
+
+void InitElementPropertiesEngine(int engine_version)
+{
+#if 0
+ static int active_properties[] =
+ {
+ EP_AMOEBALIVE,
+ EP_AMOEBOID,
+ EP_PFORTE,
+ EP_DONT_COLLIDE_WITH,
+ EP_MAUER,
+ EP_CAN_FALL,
+ EP_CAN_SMASH,
+ EP_CAN_PASS_MAGIC_WALL,
+ EP_CAN_MOVE,
+ EP_DONT_TOUCH,
+ EP_DONT_RUN_INTO,
+ EP_GEM,
+ EP_CAN_EXPLODE_BY_FIRE,
+ EP_PUSHABLE,
+ EP_PLAYER,
+ EP_HAS_CONTENT,
+ EP_DIGGABLE,
+ EP_PASSABLE_INSIDE,
+ EP_OVER_PLAYER,
+ EP_ACTIVE_BOMB,
+
+ EP_BELT,
+ EP_BELT_ACTIVE,
+ EP_BELT_SWITCH,
+ EP_WALKABLE_UNDER,
+ EP_EM_SLIPPERY_WALL,
+ EP_CAN_BE_CRUMBLED,
+ };
+#endif
+
+ static int no_wall_properties[] =
+ {
+ EP_DIGGABLE,
+ EP_COLLECTIBLE,
+ EP_DONT_RUN_INTO,
+ EP_DONT_COLLIDE_WITH,
+ EP_CAN_MOVE,
+ EP_CAN_FALL,
+ EP_CAN_SMASH_PLAYER,
+ EP_CAN_SMASH_ENEMIES,
+ EP_CAN_SMASH_EVERYTHING,
+ EP_PUSHABLE,
+
+ EP_CAN_BE_CRUMBLED,
+
+ EP_PLAYER,
+ EP_GEM,
+ EP_FOOD_DARK_YAMYAM,
+ EP_FOOD_PENGUIN,
+ EP_BELT,
+ EP_BELT_ACTIVE,
+ EP_TUBE,
+ EP_AMOEBOID,
+ EP_AMOEBALIVE,
+ EP_ACTIVE_BOMB,
+
+ EP_ACCESSIBLE,
+ -1
+ };
+
+ int i, j;
+
+#if 0
+ InitElementPropertiesStatic();
+#endif
+
+ /* set all special, combined or engine dependant element properties */
+ for (i=0; i < MAX_NUM_ELEMENTS; i++)
+ {
+#if 0
+ for (j=EP_ACCESSIBLE_OVER; j < NUM_ELEMENT_PROPERTIES; j++)
+ SET_PROPERTY(i, j, FALSE);
+#endif
+
+ /* ---------- INACTIVE ------------------------------------------------- */
+ if (i >= EL_CHAR_START && i <= EL_CHAR_END)
+ SET_PROPERTY(i, EP_INACTIVE, TRUE);
+
+ /* ---------- WALKABLE, PASSABLE, ACCESSIBLE --------------------------- */
+ SET_PROPERTY(i, EP_WALKABLE, (IS_WALKABLE_OVER(i) ||
+ IS_WALKABLE_INSIDE(i) ||
+ IS_WALKABLE_UNDER(i)));
+
+ SET_PROPERTY(i, EP_PASSABLE, (IS_PASSABLE_OVER(i) ||
+ IS_PASSABLE_INSIDE(i) ||
+ IS_PASSABLE_UNDER(i)));
+
+ SET_PROPERTY(i, EP_ACCESSIBLE_OVER, (IS_WALKABLE_OVER(i) ||
+ IS_PASSABLE_OVER(i)));
+
+ SET_PROPERTY(i, EP_ACCESSIBLE_INSIDE, (IS_WALKABLE_INSIDE(i) ||
+ IS_PASSABLE_INSIDE(i)));
+
+ SET_PROPERTY(i, EP_ACCESSIBLE_UNDER, (IS_WALKABLE_UNDER(i) ||
+ IS_PASSABLE_UNDER(i)));
+
+ SET_PROPERTY(i, EP_ACCESSIBLE, (IS_WALKABLE(i) ||
+ IS_PASSABLE(i)));
+
+ /* ---------- SNAPPABLE ------------------------------------------------ */
+ SET_PROPERTY(i, EP_SNAPPABLE, (IS_DIGGABLE(i) ||
+ IS_COLLECTIBLE(i) ||
+ IS_SWITCHABLE(i) ||
+ i == EL_BD_ROCK));
+
+ /* ---------- WALL ----------------------------------------------------- */
+ SET_PROPERTY(i, EP_WALL, TRUE); /* default: element is wall */
+
+ for (j=0; no_wall_properties[j] != -1; j++)
+ if (HAS_PROPERTY(i, no_wall_properties[j]) ||
+ i >= EL_FIRST_RUNTIME_UNREAL)
+ SET_PROPERTY(i, EP_WALL, FALSE);
+
+ if (IS_HISTORIC_WALL(i))
+ SET_PROPERTY(i, EP_WALL, TRUE);
+
+ /* ---------- SOLID_FOR_PUSHING ---------------------------------------- */
+ if (engine_version < VERSION_IDENT(2,2,0))
+ SET_PROPERTY(i, EP_SOLID_FOR_PUSHING, IS_HISTORIC_SOLID(i));
+ else
+ SET_PROPERTY(i, EP_SOLID_FOR_PUSHING, (!IS_WALKABLE(i) &&
+ !IS_DIGGABLE(i) &&
+ !IS_COLLECTIBLE(i)));
+
+ /* ---------- DRAGONFIRE_PROOF ----------------------------------------- */
+
+ if (IS_HISTORIC_SOLID(i) || i == EL_EXPLOSION)
+ SET_PROPERTY(i, EP_DRAGONFIRE_PROOF, TRUE);
+ else
+ SET_PROPERTY(i, EP_DRAGONFIRE_PROOF, (IS_CUSTOM_ELEMENT(i) &&
+ IS_INDESTRUCTIBLE(i)));
+
+ /* ---------- EXPLOSION_PROOF ------------------------------------------ */
+ if (i == EL_FLAMES)
+ SET_PROPERTY(i, EP_EXPLOSION_PROOF, TRUE);
+ else if (engine_version < VERSION_IDENT(2,2,0))
+ SET_PROPERTY(i, EP_EXPLOSION_PROOF, IS_INDESTRUCTIBLE(i));
+ else
+ SET_PROPERTY(i, EP_EXPLOSION_PROOF, (IS_INDESTRUCTIBLE(i) &&
+ !IS_WALKABLE_OVER(i) &&
+ !IS_WALKABLE_UNDER(i)));
+
+ if (IS_CUSTOM_ELEMENT(i))
+ {
+ /* ---------- DONT_COLLIDE_WITH / DONT_RUN_INTO ---------------------- */
+ if (DONT_TOUCH(i))
+ SET_PROPERTY(i, EP_DONT_COLLIDE_WITH, TRUE);
+ if (DONT_COLLIDE_WITH(i))
+ SET_PROPERTY(i, EP_DONT_RUN_INTO, TRUE);
+
+ /* ---------- CAN_SMASH_ENEMIES / CAN_SMASH_PLAYER ------------------- */
+ if (CAN_SMASH_EVERYTHING(i))
+ SET_PROPERTY(i, EP_CAN_SMASH_ENEMIES, TRUE);
+ if (CAN_SMASH_ENEMIES(i))
+ SET_PROPERTY(i, EP_CAN_SMASH_PLAYER, TRUE);
+ }
+
+ /* ---------- CAN_SMASH ------------------------------------------------ */
+ SET_PROPERTY(i, EP_CAN_SMASH, (CAN_SMASH_PLAYER(i) ||
+ CAN_SMASH_ENEMIES(i) ||
+ CAN_SMASH_EVERYTHING(i)));
+
+ /* ---------- CAN_EXPLODE ---------------------------------------------- */
+ SET_PROPERTY(i, EP_CAN_EXPLODE, (CAN_EXPLODE_BY_FIRE(i) ||
+ CAN_EXPLODE_SMASHED(i) ||
+ CAN_EXPLODE_BY_FIRE(i)));
+ }
+
+#if 0
+ /* determine inactive elements (used for engine main loop optimization) */
+ for (i=0; i < MAX_NUM_ELEMENTS; i++)
+ {
+ boolean active = FALSE;
+
+ for (j=0; i < NUM_ELEMENT_PROPERTIES; j++)
+ {
+ if (HAS_PROPERTY(i, j))
+ active = TRUE;
+ }
+
+#if 0
+ if (!active)
+ SET_PROPERTY(i, EP_INACTIVE, TRUE);
+#endif
+ }
+#endif
+
+ /* dynamically adjust element properties according to game engine version */
+ {
+ static int ep_em_slippery_wall[] =
+ {
+ EL_STEELWALL,
+ EL_WALL,
+ EL_EXPANDABLE_WALL,
+ EL_EXPANDABLE_WALL_HORIZONTAL,
+ EL_EXPANDABLE_WALL_VERTICAL,
+ EL_EXPANDABLE_WALL_ANY,
+ -1
+ };
+
+ /* special EM style gems behaviour */
+ for (i=0; ep_em_slippery_wall[i] != -1; i++)
+ SET_PROPERTY(ep_em_slippery_wall[i], EP_EM_SLIPPERY_WALL,
+ level.em_slippery_gems);
+
+ /* "EL_EXPANDABLE_WALL_GROWING" wasn't slippery for EM gems in 2.0.1 */
+ SET_PROPERTY(EL_EXPANDABLE_WALL_GROWING, EP_EM_SLIPPERY_WALL,
+ (level.em_slippery_gems &&
+ engine_version > VERSION_IDENT(2,0,1)));