// values for pre-defined properties
// (from here on, values can be changed by inserting new values)
-#define EP_PLAYER 32
-#define EP_CAN_PASS_MAGIC_WALL 33
-#define EP_CAN_PASS_DC_MAGIC_WALL 34
-#define EP_SWITCHABLE 35
-#define EP_BD_ELEMENT 36
-#define EP_SP_ELEMENT 37
-#define EP_SB_ELEMENT 38
-#define EP_GEM 39
-#define EP_FOOD_DARK_YAMYAM 40
-#define EP_FOOD_PENGUIN 41
-#define EP_FOOD_PIG 42
-#define EP_HISTORIC_WALL 43
-#define EP_HISTORIC_SOLID 44
-#define EP_CLASSIC_ENEMY 45
-#define EP_BELT 46
-#define EP_BELT_ACTIVE 47
-#define EP_BELT_SWITCH 48
-#define EP_TUBE 49
-#define EP_ACID_POOL 50
-#define EP_KEYGATE 51
-#define EP_AMOEBOID 52
-#define EP_AMOEBALIVE 53
-#define EP_HAS_EDITOR_CONTENT 54
-#define EP_CAN_TURN_EACH_MOVE 55
-#define EP_CAN_GROW 56
-#define EP_ACTIVE_BOMB 57
-#define EP_INACTIVE 58
+#define EP_EMPTY_SPACE 32
+#define EP_PLAYER 33
+#define EP_CAN_PASS_MAGIC_WALL 34
+#define EP_CAN_PASS_DC_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_ACID_POOL 51
+#define EP_KEYGATE 52
+#define EP_AMOEBOID 53
+#define EP_AMOEBALIVE 54
+#define EP_HAS_EDITOR_CONTENT 55
+#define EP_CAN_TURN_EACH_MOVE 56
+#define EP_CAN_GROW 57
+#define EP_ACTIVE_BOMB 58
+#define EP_INACTIVE 59
// values for special configurable properties (depending on level settings)
-#define EP_EM_SLIPPERY_WALL 59
+#define EP_EM_SLIPPERY_WALL 60
// values for special graphics properties (no effect on game engine)
-#define EP_GFX_CRUMBLED 60
+#define EP_GFX_CRUMBLED 61
// values for derived properties (determined from properties above)
-#define EP_ACCESSIBLE_OVER 61
-#define EP_ACCESSIBLE_INSIDE 62
-#define EP_ACCESSIBLE_UNDER 63
-#define EP_WALKABLE 64
-#define EP_PASSABLE 65
-#define EP_ACCESSIBLE 66
-#define EP_COLLECTIBLE 67
-#define EP_SNAPPABLE 68
-#define EP_WALL 69
-#define EP_SOLID_FOR_PUSHING 70
-#define EP_DRAGONFIRE_PROOF 71
-#define EP_EXPLOSION_PROOF 72
-#define EP_CAN_SMASH 73
-#define EP_EXPLODES_3X3_OLD 74
-#define EP_CAN_EXPLODE_BY_FIRE 75
-#define EP_CAN_EXPLODE_SMASHED 76
-#define EP_CAN_EXPLODE_IMPACT 77
-#define EP_SP_PORT 78
-#define EP_CAN_EXPLODE_BY_DRAGONFIRE 79
-#define EP_CAN_EXPLODE_BY_EXPLOSION 80
-#define EP_COULD_MOVE_INTO_ACID 81
-#define EP_MAYBE_DONT_COLLIDE_WITH 82
-#define EP_CAN_BE_CLONED_BY_ANDROID 83
+#define EP_ACCESSIBLE_OVER 62
+#define EP_ACCESSIBLE_INSIDE 63
+#define EP_ACCESSIBLE_UNDER 64
+#define EP_WALKABLE 65
+#define EP_PASSABLE 66
+#define EP_ACCESSIBLE 67
+#define EP_COLLECTIBLE 68
+#define EP_SNAPPABLE 69
+#define EP_WALL 70
+#define EP_SOLID_FOR_PUSHING 71
+#define EP_DRAGONFIRE_PROOF 72
+#define EP_EXPLOSION_PROOF 73
+#define EP_CAN_SMASH 74
+#define EP_EXPLODES_3X3_OLD 75
+#define EP_CAN_EXPLODE_BY_FIRE 76
+#define EP_CAN_EXPLODE_SMASHED 77
+#define EP_CAN_EXPLODE_IMPACT 78
+#define EP_SP_PORT 79
+#define EP_CAN_EXPLODE_BY_DRAGONFIRE 80
+#define EP_CAN_EXPLODE_BY_EXPLOSION 81
+#define EP_COULD_MOVE_INTO_ACID 82
+#define EP_MAYBE_DONT_COLLIDE_WITH 83
+#define EP_CAN_BE_CLONED_BY_ANDROID 84
// values for internal purpose only (level editor)
-#define EP_WALK_TO_OBJECT 84
-#define EP_DEADLY 85
-#define EP_EDITOR_CASCADE 86
-#define EP_EDITOR_CASCADE_ACTIVE 87
-#define EP_EDITOR_CASCADE_INACTIVE 88
+#define EP_WALK_TO_OBJECT 85
+#define EP_DEADLY 86
+#define EP_EDITOR_CASCADE 87
+#define EP_EDITOR_CASCADE_ACTIVE 88
+#define EP_EDITOR_CASCADE_INACTIVE 89
// values for internal purpose only (game engine)
-#define EP_HAS_ACTION 89
-#define EP_CAN_CHANGE_OR_HAS_ACTION 90
+#define EP_HAS_ACTION 90
+#define EP_CAN_CHANGE_OR_HAS_ACTION 91
// values for internal purpose only (other)
-#define EP_OBSOLETE 91
+#define EP_OBSOLETE 92
-#define NUM_ELEMENT_PROPERTIES 92
+#define NUM_ELEMENT_PROPERTIES 93
#define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
#define EP_BITFIELD_BASE_NR 0
#define GFX_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
// macros for pre-defined properties
+#define IS_EMPTY_SPACE(e) HAS_PROPERTY(e, EP_EMPTY_SPACE)
#define IS_PLAYER_ELEMENT(e) HAS_PROPERTY(e, EP_PLAYER)
#define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
#define CAN_PASS_DC_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_DC_MAGIC_WALL)