added element property for all (run-time) empty space elements
authorHolger Schemel <info@artsoft.org>
Fri, 26 Nov 2021 15:12:22 +0000 (16:12 +0100)
committerHolger Schemel <info@artsoft.org>
Sat, 22 Jan 2022 16:58:28 +0000 (17:58 +0100)
src/init.c
src/main.h

index c98670a495a856080ae1305642703de754484bce..70776a3ae434c7add9625ab34c249cca15217b71 100644 (file)
@@ -3297,6 +3297,29 @@ void InitElementPropertiesStatic(void)
     -1
   };
 
+  static int ep_empty_space[] =
+  {
+    EL_EMPTY_SPACE,
+    EL_EMPTY_SPACE_1,
+    EL_EMPTY_SPACE_2,
+    EL_EMPTY_SPACE_3,
+    EL_EMPTY_SPACE_4,
+    EL_EMPTY_SPACE_5,
+    EL_EMPTY_SPACE_6,
+    EL_EMPTY_SPACE_7,
+    EL_EMPTY_SPACE_8,
+    EL_EMPTY_SPACE_9,
+    EL_EMPTY_SPACE_10,
+    EL_EMPTY_SPACE_11,
+    EL_EMPTY_SPACE_12,
+    EL_EMPTY_SPACE_13,
+    EL_EMPTY_SPACE_14,
+    EL_EMPTY_SPACE_15,
+    EL_EMPTY_SPACE_16,
+
+    -1
+  };
+
   static int ep_player[] =
   {
     EL_PLAYER_1,
@@ -4430,6 +4453,7 @@ void InitElementPropertiesStatic(void)
     { ep_can_explode,                  EP_CAN_EXPLODE                  },
     { ep_gravity_reachable,            EP_GRAVITY_REACHABLE            },
 
+    { ep_empty_space,                  EP_EMPTY_SPACE                  },
     { ep_player,                       EP_PLAYER                       },
     { ep_can_pass_magic_wall,          EP_CAN_PASS_MAGIC_WALL          },
     { ep_can_pass_dc_magic_wall,       EP_CAN_PASS_DC_MAGIC_WALL       },
index 4d5709842623d27b31c902971fbaf9cc48b2c57e..0a2ff1f6a8f1238f80a12358af7ae833d26e4b23 100644 (file)
 
 // 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)