extended support for expanding wall settings in BD engine to level editor
[rocksndiamonds.git] / src / main.h
index 61ced8454c0cbb1380cc4b341cb7bdc31680fe29..6ec00ec1ad4189670df34fad38be504c00c2dbb6 100644 (file)
 
 #define IS_BD_EXPANDABLE_WALL(e)       ((e) == EL_BD_EXPANDABLE_WALL_HORIZONTAL ||     \
                                         (e) == EL_BD_EXPANDABLE_WALL_VERTICAL ||       \
-                                        (e) == EL_BD_EXPANDABLE_WALL_ANY ||            \
-                                        (e) == EL_BD_EXPANDABLE_STEELWALL_HORIZONTAL ||\
+                                        (e) == EL_BD_EXPANDABLE_WALL_ANY)
+
+#define IS_BD_EXPANDABLE_STEELWALL(e)  ((e) == EL_BD_EXPANDABLE_STEELWALL_HORIZONTAL ||\
                                         (e) == EL_BD_EXPANDABLE_STEELWALL_VERTICAL ||  \
                                         (e) == EL_BD_EXPANDABLE_STEELWALL_ANY)
 
@@ -3681,6 +3682,7 @@ struct LevelInfo
   int bd_hammer_walls_reappear_delay;  // BD hammer time for reappearing walls (in BD frames)
   int bd_num_skeletons_needed_for_pot; // BD skeletons amount must be collected to use a pot
   int bd_skeleton_worth_num_diamonds;  // BD skeleton collected is worth this number of diamonds
+  int bd_expanding_wall_looks_like;    // BD expanding wall looks like this other game element
 
   boolean em_slippery_gems;            // EM style "gems slip from wall" behaviour
   boolean em_explodes_by_fire;         // EM style chain explosion behaviour