E_P_BLOWS_UP_FLIES, /* flies blow up, if they touch this */
E_P_EXPLODES_BY_HIT, /* explodes if hit by a stone */
+ E_P_EXPLOSION, /* set for every stage of every explosion. */
E_P_EXPLOSION_FIRST_STAGE, /* set for first stage of every explosion.
helps slower/faster explosions changing */
#define P_BLOWS_UP_FLIES (1 << E_P_BLOWS_UP_FLIES)
#define P_EXPLODES_BY_HIT (1 << E_P_EXPLODES_BY_HIT)
+#define P_EXPLOSION (1 << E_P_EXPLOSION)
#define P_EXPLOSION_FIRST_STAGE (1 << E_P_EXPLOSION_FIRST_STAGE)
#define P_NON_EXPLODABLE (1 << E_P_NON_EXPLODABLE)
GdReplay *gd_replay_new_from_replay(GdReplay *orig);
void gd_replay_free(GdReplay *replay);
void gd_replay_store_movement(GdReplay *replay, GdDirection player_move, boolean player_fire, boolean suicide);
-boolean gd_replay_get_next_movement(GdReplay *replay, GdDirection *player_move, boolean *player_fire, boolean *suicide);
guint32 gd_cave_adler_checksum(GdCave *cave);
void gd_cave_adler_checksum_more(GdCave *cave, guint32 *a, guint32 *b);