(e) == EL_PEARL ? EL_BOMB : \
(e) == EL_CRYSTAL ? EL_CRYSTAL : \
EL_ROCK)
+
+#define IS_BD_PLAYER_ELEMENT(e) ((e) == EL_BD_INBOX || \
+ (e) == EL_BD_PLAYER || \
+ (e) == EL_BD_PLAYER_WITH_BOMB || \
+ (e) == EL_BD_PLAYER_GLUED || \
+ (e) == EL_BD_PLAYER_STIRRING)
+
+#define IS_SOKOBAN_OBJECT_OR_FIELD(e) ((e) == EL_SOKOBAN_OBJECT || \
+ (e) == EL_SOKOBAN_FIELD_EMPTY || \
+ (e) == EL_SOKOBAN_FIELD_FULL)
+
#define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
#define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
#define TAPE_IS_EMPTY(x) ((x).length == 0)
#define SC_PEARL 12
#define SC_SHIELD 13
#define SC_ELEM_BONUS 14
-#define SC_UNKNOWN_15 15
+#define SC_DIAMOND_EXTRA 15
#define LEVEL_SCORE_ELEMENTS 16 // level elements with score
int initial_inventory_size[MAX_PLAYERS];
int initial_inventory_content[MAX_PLAYERS][MAX_INITIAL_INVENTORY_SIZE];
+ boolean bd_intermission; // BD level is intermission
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