added dedicated empty space element for BD engine (currently not used)
[rocksndiamonds.git] / src / main.h
index 1ed645e206ae8b9883d7eaede991823e89af04c3..03d144c1b8e76a7fb285cd9c8b517ce50c3fc06d 100644 (file)
 #define EL_DF_END_2                            EL_DF_SLOPE_END
 
 // BD style elements
-#define EL_BD_PLAYER                           1253
+#define EL_BD_EMPTY_SPACE                      1253
+#define EL_BD_EMPTY                            EL_BD_EMPTY_SPACE
 #define EL_BD_SAND                             1254
 #define EL_BD_SAND_2                           1255
 #define EL_BD_SAND_BALL                                1256
 #define EL_BD_DRAGONFLY_DOWN                   1377
 #define EL_BD_BOMB                             1378
 #define EL_BD_NITRO_PACK                       1379
-#define EL_BD_PLAYER_WITH_BOMB                 1380
-#define EL_BD_PLAYER_GLUED                     1381
-#define EL_BD_PLAYER_STIRRING                  1382
-#define EL_BD_FAKE_BONUS                       1383
-#define EL_BD_COVERED                          1384
+#define EL_BD_PLAYER                           1380
+#define EL_BD_PLAYER_WITH_BOMB                 1381
+#define EL_BD_PLAYER_GLUED                     1382
+#define EL_BD_PLAYER_STIRRING                  1383
+#define EL_BD_FAKE_BONUS                       1384
+#define EL_BD_COVERED                          1385
 
-#define NUM_FILE_ELEMENTS                      1385
+#define NUM_FILE_ELEMENTS                      1386
 
 
 // "real" (and therefore drawable) runtime elements
@@ -3466,6 +3468,7 @@ struct LevelInfo
   int initial_inventory_size[MAX_PLAYERS];
   int initial_inventory_content[MAX_PLAYERS][MAX_INITIAL_INVENTORY_SIZE];
 
+  boolean bd_diagonal_movements;       // BD style diagonal movements
   boolean em_slippery_gems;            // EM style "gems slip from wall" behaviour
   boolean em_explodes_by_fire;         // EM style chain explosion behaviour
   boolean use_spring_bug;              // for compatibility with old levels