#define EP_PLAYER 26
#define EP_CAN_BE_CRUMBLED 27
#define EP_CAN_MOVE 28
-#define EP_CAN_CHANGE 29
+#define EP_CAN_PASS_MAGIC_WALL 29
#define EP_DONT_TOUCH 30
#define EP_ENEMY 31
#define EP_DONT_GO_TO 32
-#define EP_EXPLOSIVE 33
+#define EP_CAN_EXPLODE 33
#define EP_BD_ELEMENT 34
#define EP_SP_ELEMENT 35
#define EP_SB_ELEMENT 36
#define EP_GEM 37
#define EP_FOOD_DARK_YAMYAM 38
#define EP_FOOD_PENGUIN 39
-#define EP_HISTORIC_WALL 40
-#define EP_HISTORIC_SOLID 41
-#define EP_BELT 42
-#define EP_BELT_ACTIVE 43
-#define EP_BELT_SWITCH 44
-#define EP_TUBE 45
-#define EP_KEYGATE 46
-#define EP_AMOEBOID 47
-#define EP_AMOEBALIVE 48
-#define EP_HAS_CONTENT 49
-#define EP_ACTIVE_BOMB 50
-#define EP_INACTIVE 51
+#define EP_FOOD_PIG 40
+#define EP_HISTORIC_WALL 41
+#define EP_HISTORIC_SOLID 42
+#define EP_BELT 43
+#define EP_BELT_ACTIVE 44
+#define EP_BELT_SWITCH 45
+#define EP_TUBE 46
+#define EP_KEYGATE 47
+#define EP_AMOEBOID 48
+#define EP_AMOEBALIVE 49
+#define EP_HAS_CONTENT 50
+#define EP_ACTIVE_BOMB 51
+#define EP_INACTIVE 52
/* values for derived properties (determined from properties above) */
-#define EP_ACCESSIBLE_OVER 52
-#define EP_ACCESSIBLE_INSIDE 53
-#define EP_ACCESSIBLE_UNDER 54
-#define EP_WALKABLE 55
-#define EP_PASSABLE 56
-#define EP_ACCESSIBLE 57
-#define EP_WALL 58
-#define EP_SOLID_FOR_PUSHING 59
-#define EP_DRAGONFIRE_PROOF 60
-#define EP_EXPLOSION_PROOF 61
+#define EP_ACCESSIBLE_OVER 53
+#define EP_ACCESSIBLE_INSIDE 54
+#define EP_ACCESSIBLE_UNDER 55
+#define EP_WALKABLE 56
+#define EP_PASSABLE 57
+#define EP_ACCESSIBLE 58
+#define EP_WALL 59
+#define EP_SOLID_FOR_PUSHING 60
+#define EP_DRAGONFIRE_PROOF 61
+#define EP_EXPLOSION_PROOF 62
+
#define NUM_ELEMENT_PROPERTIES 63
#define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
#define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
#define CAN_BE_CRUMBLED(e) HAS_PROPERTY(e, EP_CAN_BE_CRUMBLED)
#define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
-#define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
+#define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
#define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
#define IS_ENEMY(e) HAS_PROPERTY(e, EP_ENEMY)
#define DONT_GO_TO(e) HAS_PROPERTY(e, EP_DONT_GO_TO)
-#define IS_EXPLOSIVE(e) HAS_PROPERTY(e, EP_EXPLOSIVE)
+#define IS_CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
#define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
#define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
#define IS_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
#define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
#define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
#define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
+#define IS_FOOD_PIG(e) HAS_PROPERTY(e, EP_FOOD_PIG)
#define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
#define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
#define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)