#define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
#define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
-/* values for base properties */
+/* values for base properties (storable) */
#define EP_AMOEBALIVE 0
#define EP_AMOEBOID 1
#define EP_CAN_BE_CRUMBLED 2
-#define EP_PFORTE 3
-#define EP_SOLID 4
+#define EP_KEYGATE 3
+#define EP_HISTORIC_SOLID 4
#define EP_INDESTRUCTIBLE 5
#define EP_SLIPPERY 6
#define EP_ENEMY 7
-#define EP_MAUER 8
+#define EP_HISTORIC_WALL 8
#define EP_CAN_FALL 9
#define EP_CAN_SMASH 10
#define EP_CAN_CHANGE 11
#define EP_PUSHABLE 24
#define EP_PLAYER 25
#define EP_WALKABLE_OVER 26
-#define EP_WALKABLE_THROUGH 27
+#define EP_WALKABLE_INSIDE 27
#define EP_WALKABLE_UNDER 28
#define EP_PASSABLE_OVER 29
-#define EP_PASSABLE_THROUGH 30
+#define EP_PASSABLE_INSIDE 30
#define EP_PASSABLE_UNDER 31
-/* values for runtime properties */
-#define EP_WALKABLE 32
-#define EP_PASSABLE 33
-#define EP_PLAYER_OVER 34
-#define EP_PLAYER_INSIDE 35
-#define EP_PLAYER_UNDER 36
-#define EP_DIGGABLE 37
-#define EP_COLLECTIBLE 38
-#define EP_OVER_PLAYER 39
+/* values for runtime properties (non-storable) */
+#define EP_ACCESSIBLE_OVER 32
+#define EP_ACCESSIBLE_INSIDE 33
+#define EP_ACCESSIBLE_UNDER 34
+#define EP_WALKABLE 35
+#define EP_PASSABLE 36
+#define EP_ACCESSIBLE 37
+#define EP_DIGGABLE 38
+#define EP_COLLECTIBLE 39
#define EP_ACTIVE_BOMB 40
#define EP_BELT 41
#define EP_BELT_ACTIVE 42
#define EP_BELT_SWITCH 43
#define EP_SP_ELEMENT 44
#define EP_HAS_CONTENT 45
+#define EP_TUBE 46
+#define EP_WALL 47
+#define EP_SOLID 48
+#define EP_DRAGONFIRE_PROOF 49
+#define EP_EXPLOSION_PROOF 50
-#define NUM_ELEMENT_PROPERTIES 46
+#define NUM_ELEMENT_PROPERTIES 51
#define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
#define EP_BITFIELD_BASE 0
#define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
#define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
#define CAN_BE_CRUMBLED(e) HAS_PROPERTY(e, EP_CAN_BE_CRUMBLED)
-#define IS_PFORTE(e) HAS_PROPERTY(e, EP_PFORTE)
-#define IS_SOLID(e) HAS_PROPERTY(e, EP_SOLID)
+#define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
+#define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
#define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
#define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
#define IS_ENEMY(e) HAS_PROPERTY(e, EP_ENEMY)
-#define IS_MAUER(e) HAS_PROPERTY(e, EP_MAUER)
+#define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
#define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
#define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
#define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
#define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
#define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
#define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
-#define IS_WALKABLE_THROUGH(e) HAS_PROPERTY(e, EP_WALKABLE_THROUGH)
+#define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
#define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
#define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
-#define IS_PASSABLE_THROUGH(e) HAS_PROPERTY(e, EP_PASSABLE_THROUGH)
+#define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
#define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
/* macros for runtime properties */
+#define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
+#define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
+#define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
#define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
#define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
-#define IS_PLAYER_OVER(e) HAS_PROPERTY(e, EP_PLAYER_OVER)
-#define IS_PLAYER_INSIDE(e) HAS_PROPERTY(e, EP_PLAYER_INSIDE)
-#define IS_PLAYER_UNDER(e) HAS_PROPERTY(e, EP_PLAYER_UNDER)
+#define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
#define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
#define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
-#define IS_OVER_PLAYER(e) HAS_PROPERTY(e, EP_OVER_PLAYER)
#define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
#define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
#define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
#define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
#define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
#define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT)
+#define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
+#define IS_WALL(e) HAS_PROPERTY(e, EP_WALL)
+#define IS_SOLID(e) HAS_PROPERTY(e, EP_SOLID)
+#define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
+#define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
#define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
(e) <= EL_CUSTOM_END)
#define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
#define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
-#define PROTECTED_FIELD(x,y) (IS_WALKABLE_UNDER(Feld[x][y]) && \
+#define PROTECTED_FIELD(x,y) (IS_ACCESSIBLE_INSIDE(Feld[x][y]) && \
IS_INDESTRUCTIBLE(Feld[x][y]))
#define PLAYER_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
PROTECTED_FIELD(x, y))
#define FONT_TEXT_2 9
#define FONT_TEXT_3 10
#define FONT_TEXT_4 11
-#define FONT_INPUT_1 12
-#define FONT_INPUT_1_ACTIVE 13
-#define FONT_INPUT_2 14
-#define FONT_INPUT_2_ACTIVE 15
+#define FONT_INPUT_1_ACTIVE 12
+#define FONT_INPUT_1 13
+#define FONT_INPUT_2_ACTIVE 14
+#define FONT_INPUT_2 15
#define FONT_OPTION_OFF 16
#define FONT_OPTION_ON 17
#define FONT_VALUE_1 18
#define PROGRAM_VERSION_MAJOR 2
#define PROGRAM_VERSION_MINOR 2
#define PROGRAM_VERSION_PATCH 0
-#define PROGRAM_VERSION_STRING "2.2.0rc4"
+#define PROGRAM_VERSION_STRING "2.2.0rc7"
#define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
#define PROGRAM_AUTHOR_STRING "Holger Schemel"
extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short JustStopped[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];