return (gd_elements[element & O_MASK].properties & P_PLAYER) != 0;
}
+// returns true if the element is diggable
+static inline boolean is_diggable(const int element)
+{
+ return (gd_elements[element & O_MASK].properties & P_DIGGABLE) != 0;
+}
+
// returns true if the element is collectible
static inline boolean is_collectible(const int element)
{
return (gd_elements[element & O_MASK].properties & P_COLLECTIBLE) != 0;
}
+// returns true if the element is pushable
+static inline boolean is_pushable(const int element)
+{
+ return (gd_elements[element & O_MASK].properties & P_PUSHABLE) != 0;
+}
+
+// returns true if the element can move
+static inline boolean can_move(const int element)
+{
+ return (gd_elements[element & O_MASK].properties & P_CAN_MOVE) != 0;
+}
+
+// returns true if the element can fall
+static inline boolean can_fall(const int element)
+{
+ return (gd_elements[element & O_MASK].properties & P_CAN_FALL) != 0;
+}
+
// returns true if the element is exploding
static inline boolean is_explosion(const int element)
{