// these define the number of the cells in the png file
#define GD_NUM_OF_CELLS_X 8
-#define GD_NUM_OF_CELLS_Y 46
+#define GD_NUM_OF_CELLS_Y 47
// +80: placeholder for cells which are rendered by the game;
// for example diamond + arrow = falling diamond
int level_magic_wall_time[5]; // magic wall 'on' state for each level (seconds)
boolean magic_wall_stops_amoeba; // Turning on magic wall changes amoeba to diamonds.
// Original BD: yes, constkit: no
+ boolean magic_wall_breakscan; // Currently this setting enabled will turn the amoeba to
+ // an enclosed state. To implement buggy BD1 behaviour.
+ boolean magic_timer_zero_is_infinite; // magic wall timer 0 is interpreted as infinite
boolean magic_timer_wait_for_hatching;// magic wall timer does not start before player's birth
boolean magic_wall_sound; // magic wall has sound
int hammered_wall_reappear_frame;
boolean pneumatic_hammer_sound;
+ boolean infinite_rockets; // if true, the player which got a rocket launcher will be
+ // able to launch an infinite number of rockets
+
// internal variables, used during the game. private data :)
// returns range corrected x/y position (points to perfect or line shifting get function)
int amoeba_2_max_count; // selected amoeba 2 threshold for this level
GdAmoebaState amoeba_state; // state of amoeba 1
GdAmoebaState amoeba_2_state; // state of amoeba 2
+ boolean convert_amoeba_this_frame; // To implement BD1 buggy amoeba+magic wall behaviour.
int magic_wall_time; // magic wall 'on' state for seconds
int slime_permeability; // true random slime
int slime_permeability_c64; // Appearing in bd 2
void gd_cave_set_gdash_defaults(GdCave *cave);
void gd_cave_set_defaults_from_array(GdCave* cave, GdPropertyDefault *defaults);
void gd_cave_correct_visible_size(GdCave *cave);
+void gd_cave_set_random_colors(GdCave *cave, GdColorType type);
void gd_cave_auto_shrink(GdCave *cave);
void gd_cave_setup_for_game(GdCave *cave);