#define EP_CAN_EXPLODE 70
#define EP_CAN_EXPLODE_3X3 71
#define EP_SP_PORT 72
-#define EP_CAN_EXPLODE_BY_DRAGONFIRE 73
-#define EP_CAN_EXPLODE_BY_EXPLOSION 74
-#define EP_COULD_MOVE_INTO_ACID 75
+#define EP_CAN_EXPLODE_BY_DRAGONFIRE 73
+#define EP_CAN_EXPLODE_BY_EXPLOSION 74
+#define EP_COULD_MOVE_INTO_ACID 75
+#define EP_MAYBE_DONT_COLLIDE_WITH 76
/* values for internal purpose only (level editor) */
-#define EP_EXPLODE_RESULT 76
-#define EP_WALK_TO_OBJECT 77
-#define EP_DEADLY 78
+#define EP_EXPLODE_RESULT 77
+#define EP_WALK_TO_OBJECT 78
+#define EP_DEADLY 79
-#define NUM_ELEMENT_PROPERTIES 79
+#define NUM_ELEMENT_PROPERTIES 80
#define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
#define EP_BITFIELD_BASE 0
#define CAN_EXPLODE_BY_EXPLOSION(e) \
HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
#define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
+#define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
/* special macros used in game engine */
#define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
/* program information and versioning definitions */
#define PROGRAM_VERSION_MAJOR 3
-#define PROGRAM_VERSION_MINOR 0
-#define PROGRAM_VERSION_PATCH 9
+#define PROGRAM_VERSION_MINOR 1
+#define PROGRAM_VERSION_PATCH 0
#define PROGRAM_VERSION_BUILD 0
#define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
boolean use_murphy_graphic;
boolean block_last_field;
+ boolean can_fall_into_acid;
boolean LevelSolved, GameOver;
int time_light;
int time_timegate;
- int can_move_into_acid_bits; /* bits indicate property for element groups */
-
- boolean player_can_fall_into_acid;
+ int can_move_into_acid_bits; /* bitfield to store property for elements */
+ int dont_collide_with_bits; /* bitfield to store property for elements */
boolean double_speed;
boolean initial_gravity;