moved setting auto-exit for Sokoban-style levels from runtime to level
[rocksndiamonds.git] / src / main.h
index a77d6eeedcafb0b0310ca097295aebda0f6cdffd..575be5aca2655391a6c3a5facbc30a92acf54e45 100644 (file)
 #define GFX_CRUMBLED(e)                HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
 
 // macros for pre-defined properties
-#define ELEM_IS_PLAYER(e)      HAS_PROPERTY(e, EP_PLAYER)
+#define IS_PLAYER_ELEMENT(e)   HAS_PROPERTY(e, EP_PLAYER)
 #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
 #define CAN_PASS_DC_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_DC_MAGIC_WALL)
 #define IS_SWITCHABLE(e)       HAS_PROPERTY(e, EP_SWITCHABLE)
        (ge == EL_ANY_ELEMENT ? TRUE :                                  \
         IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
 
-#define IS_PLAYER(x, y)                (ELEM_IS_PLAYER(StorePlayer[x][y]))
+#define IS_PLAYER(x, y)                (IS_PLAYER_ELEMENT(StorePlayer[x][y]))
 
 #define IS_FREE(x, y)          (Tile[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
 #define IS_FREE_OR_PLAYER(x, y)        (Tile[x][y] == EL_EMPTY)
@@ -2624,7 +2624,7 @@ enum
 // values for game_emulation
 #define EMU_NONE                       0
 #define EMU_BOULDERDASH                        1
-#define EMU_SOKOBAN                    2
+#define EMU_UNUSED_2                   2
 #define EMU_SUPAPLEX                   3
 
 // values for level file type identifier