#define EP_CAN_EXPLODE_1X1 23
#define EP_PUSHABLE 24
+/* values for pre-defined properties */
+#define EP_PLAYER 32
+#define EP_CAN_PASS_MAGIC_WALL 33
+#define EP_SWITCHABLE 34
+#define EP_BD_ELEMENT 35
+#define EP_SP_ELEMENT 36
+#define EP_SB_ELEMENT 37
+#define EP_GEM 38
+#define EP_FOOD_DARK_YAMYAM 39
+#define EP_FOOD_PENGUIN 40
+#define EP_FOOD_PIG 41
+#define EP_HISTORIC_WALL 42
+#define EP_HISTORIC_SOLID 43
+#define EP_CLASSIC_ENEMY 44
+#define EP_BELT 45
+#define EP_BELT_ACTIVE 46
+#define EP_BELT_SWITCH 47
+#define EP_TUBE 48
+#define EP_KEYGATE 49
+#define EP_AMOEBOID 50
+#define EP_AMOEBALIVE 51
+#define EP_HAS_CONTENT 52
+#define EP_ACTIVE_BOMB 53
+#define EP_INACTIVE 54
+
/* values for special configurable properties (depending on level settings) */
-#define EP_EM_SLIPPERY_WALL 32
+#define EP_EM_SLIPPERY_WALL 55
/* values for special graphics properties (no effect on game engine) */
-#define EP_CAN_BE_CRUMBLED 33
-
-/* values for pre-defined properties */
-#define EP_PLAYER 34
-#define EP_CAN_PASS_MAGIC_WALL 35
-#define EP_SWITCHABLE 36
-#define EP_BD_ELEMENT 37
-#define EP_SP_ELEMENT 38
-#define EP_SB_ELEMENT 39
-#define EP_GEM 40
-#define EP_FOOD_DARK_YAMYAM 41
-#define EP_FOOD_PENGUIN 42
-#define EP_FOOD_PIG 43
-#define EP_HISTORIC_WALL 44
-#define EP_HISTORIC_SOLID 45
-#define EP_CLASSIC_ENEMY 46
-#define EP_BELT 47
-#define EP_BELT_ACTIVE 48
-#define EP_BELT_SWITCH 49
-#define EP_TUBE 50
-#define EP_KEYGATE 51
-#define EP_AMOEBOID 52
-#define EP_AMOEBALIVE 53
-#define EP_HAS_CONTENT 54
-#define EP_ACTIVE_BOMB 55
-#define EP_INACTIVE 56
+#define EP_GFX_CRUMBLED 56
/* values for derived properties (determined from properties above) */
#define EP_ACCESSIBLE_OVER 57
(CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
/* values for change sides for custom elements */
+#define CH_SIDE_NONE MV_NO_MOVING
#define CH_SIDE_LEFT MV_LEFT
#define CH_SIDE_RIGHT MV_RIGHT
#define CH_SIDE_TOP MV_UP
#define MV_BIT_ALONG_RIGHT_SIDE 7
#define MV_BIT_TURNING_LEFT 8
#define MV_BIT_TURNING_RIGHT 9
+#define MV_BIT_WHEN_PUSHED 10
/* values for special move patterns for custom elements */
#define MV_HORIZONTAL (MV_LEFT | MV_RIGHT)
#define MV_ALONG_RIGHT_SIDE (1 << MV_BIT_ALONG_RIGHT_SIDE)
#define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT)
#define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT)
+#define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED)
/* values for slippery property for custom elements */
#define SLIPPERY_ANY_RANDOM 0
#define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
/* macros for special graphics properties */
-#define CAN_BE_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e),EP_CAN_BE_CRUMBLED)
+#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)
int anim_mode;
};
-struct EnvelopeInfo
-{
- int anim_mode;
-};
-
struct HiScore
{
char Name[MAX_PLAYER_NAME_LEN + 1];
int initial_move_delay;
int initial_move_delay_value;
- struct EnvelopeInfo envelope;
+ boolean envelope_active;
/* variable within running game */
int yamyam_content_nr;
extern struct GameInfo game;
extern struct GlobalInfo global;
extern struct MenuInfo menu;
-extern struct DoorInfo door;
+extern struct DoorInfo door_1, door_2;
extern struct ElementInfo element_info[];
extern struct ElementActionInfo element_action_info[];
extern struct ElementDirectionInfo element_direction_info[];