(e) == EL_CRYSTAL ? EL_CRYSTAL : \
EL_ROCK)
-#define IS_BD_PLAYER_ELEMENT(e) ((e) == EL_BD_INBOX || \
- (e) == EL_BD_PLAYER || \
- (e) == EL_BD_PLAYER_WITH_BOMB || \
- (e) == EL_BD_PLAYER_GLUED || \
- (e) == EL_BD_PLAYER_STIRRING)
-
-#define IS_BD_BITER(e) ((e) == EL_BD_BITER || \
- (e) == EL_BD_BITER_RIGHT || \
- (e) == EL_BD_BITER_UP || \
- (e) == EL_BD_BITER_LEFT || \
- (e) == EL_BD_BITER_DOWN)
-
-#define IS_BD_EXPANDABLE_WALL(e) ((e) == EL_BD_EXPANDABLE_WALL_HORIZONTAL || \
- (e) == EL_BD_EXPANDABLE_WALL_VERTICAL || \
- (e) == EL_BD_EXPANDABLE_WALL_ANY || \
- (e) == EL_BD_EXPANDABLE_STEELWALL_HORIZONTAL ||\
- (e) == EL_BD_EXPANDABLE_STEELWALL_VERTICAL || \
- (e) == EL_BD_EXPANDABLE_STEELWALL_ANY)
-
-#define IS_BD_CONVEYOR_BELT(e) ((e) == EL_BD_CONVEYOR_LEFT || \
- (e) == EL_BD_CONVEYOR_LEFT_ACTIVE || \
- (e) == EL_BD_CONVEYOR_RIGHT || \
- (e) == EL_BD_CONVEYOR_RIGHT_ACTIVE)
-
-#define IS_BD_CONVEYOR_BELT_SWITCH(e) ((e) == EL_BD_CONVEYOR_SWITCH || \
- (e) == EL_BD_CONVEYOR_SWITCH_ACTIVE || \
- (e) == EL_BD_CONVEYOR_DIR_SWITCH_NORMAL || \
- (e) == EL_BD_CONVEYOR_DIR_SWITCH_CHANGED)
+#define IS_BDX_PLAYER_ELEMENT(e) ((e) == EL_BDX_INBOX || \
+ (e) == EL_BDX_PLAYER || \
+ (e) == EL_BDX_PLAYER_WITH_BOMB || \
+ (e) == EL_BDX_PLAYER_GLUED || \
+ (e) == EL_BDX_PLAYER_STIRRING)
+
+#define IS_BD_FIREFLY(e) ((e) == EL_BD_FIREFLY || \
+ (e) == EL_BD_FIREFLY_RIGHT || \
+ (e) == EL_BD_FIREFLY_UP || \
+ (e) == EL_BD_FIREFLY_LEFT || \
+ (e) == EL_BD_FIREFLY_DOWN)
+
+#define IS_BDX_FIREFLY_1(e) ((e) == EL_BDX_FIREFLY_1 || \
+ (e) == EL_BDX_FIREFLY_1_RIGHT || \
+ (e) == EL_BDX_FIREFLY_1_UP || \
+ (e) == EL_BDX_FIREFLY_1_LEFT || \
+ (e) == EL_BDX_FIREFLY_1_DOWN)
+
+#define IS_BDX_FIREFLY_2(e) ((e) == EL_BDX_FIREFLY_2 || \
+ (e) == EL_BDX_FIREFLY_2_RIGHT || \
+ (e) == EL_BDX_FIREFLY_2_UP || \
+ (e) == EL_BDX_FIREFLY_2_LEFT || \
+ (e) == EL_BDX_FIREFLY_2_DOWN)
+
+#define IS_BD_BUTTERFLY(e) ((e) == EL_BD_BUTTERFLY || \
+ (e) == EL_BD_BUTTERFLY_RIGHT || \
+ (e) == EL_BD_BUTTERFLY_UP || \
+ (e) == EL_BD_BUTTERFLY_LEFT || \
+ (e) == EL_BD_BUTTERFLY_DOWN)
+
+#define IS_BDX_BUTTERFLY_1(e) ((e) == EL_BDX_BUTTERFLY_1 || \
+ (e) == EL_BDX_BUTTERFLY_1_RIGHT || \
+ (e) == EL_BDX_BUTTERFLY_1_UP || \
+ (e) == EL_BDX_BUTTERFLY_1_LEFT || \
+ (e) == EL_BDX_BUTTERFLY_1_DOWN)
+
+#define IS_BDX_BUTTERFLY_2(e) ((e) == EL_BDX_BUTTERFLY_2 || \
+ (e) == EL_BDX_BUTTERFLY_2_RIGHT || \
+ (e) == EL_BDX_BUTTERFLY_2_UP || \
+ (e) == EL_BDX_BUTTERFLY_2_LEFT || \
+ (e) == EL_BDX_BUTTERFLY_2_DOWN)
+
+#define IS_BDX_STONEFLY(e) ((e) == EL_BDX_STONEFLY || \
+ (e) == EL_BDX_STONEFLY_RIGHT || \
+ (e) == EL_BDX_STONEFLY_UP || \
+ (e) == EL_BDX_STONEFLY_LEFT || \
+ (e) == EL_BDX_STONEFLY_DOWN)
+
+#define IS_BDX_DRAGONFLY(e) ((e) == EL_BDX_DRAGONFLY || \
+ (e) == EL_BDX_DRAGONFLY_RIGHT || \
+ (e) == EL_BDX_DRAGONFLY_UP || \
+ (e) == EL_BDX_DRAGONFLY_LEFT || \
+ (e) == EL_BDX_DRAGONFLY_DOWN)
+
+#define IS_BDX_BITER(e) ((e) == EL_BDX_BITER || \
+ (e) == EL_BDX_BITER_RIGHT || \
+ (e) == EL_BDX_BITER_UP || \
+ (e) == EL_BDX_BITER_LEFT || \
+ (e) == EL_BDX_BITER_DOWN)
+
+#define IS_BDX_EXPANDABLE_WALL(e) ((e) == EL_BDX_EXPANDABLE_WALL_HORIZONTAL || \
+ (e) == EL_BDX_EXPANDABLE_WALL_VERTICAL || \
+ (e) == EL_BDX_EXPANDABLE_WALL_ANY)
+
+#define IS_BDX_EXPANDABLE_STEELWALL(e) ((e) == EL_BDX_EXPANDABLE_STEELWALL_HORIZONTAL || \
+ (e) == EL_BDX_EXPANDABLE_STEELWALL_VERTICAL || \
+ (e) == EL_BDX_EXPANDABLE_STEELWALL_ANY)
+
+#define IS_BDX_CONVEYOR_BELT(e) ((e) == EL_BDX_CONVEYOR_LEFT || \
+ (e) == EL_BDX_CONVEYOR_LEFT_ACTIVE || \
+ (e) == EL_BDX_CONVEYOR_RIGHT || \
+ (e) == EL_BDX_CONVEYOR_RIGHT_ACTIVE)
+
+#define IS_BDX_CONVEYOR_BELT_SWITCH(e) ((e) == EL_BDX_CONVEYOR_SWITCH || \
+ (e) == EL_BDX_CONVEYOR_SWITCH_ACTIVE ||\
+ (e) == EL_BDX_CONVEYOR_DIR_SWITCH || \
+ (e) == EL_BDX_CONVEYOR_DIR_SWITCH_ACTIVE)
+
+#define IS_BDX_ELEMENT(e) ((e) >= EL_BDX_START && \
+ (e) <= EL_BDX_END)
+
+#define IS_BDX_RUNTIME_ELEMENT(e) ((e) >= EL_BDX_RUNTIME_START && \
+ (e) <= EL_BDX_RUNTIME_END)
#define IS_SOKOBAN_OBJECT_OR_FIELD(e) ((e) == EL_SOKOBAN_OBJECT || \
(e) == EL_SOKOBAN_FIELD_EMPTY || \
#define EL_MM_END_3 EL_DF_SLOPE_END
#define EL_DF_END_2 EL_DF_SLOPE_END
-// BD style elements
-#define EL_BD_EMPTY_SPACE 1253
-#define EL_BD_EMPTY EL_BD_EMPTY_SPACE
-#define EL_BD_SAND 1254
-#define EL_BD_SAND_2 1255
-#define EL_BD_SAND_BALL 1256
-#define EL_BD_SAND_LOOSE 1257
-#define EL_BD_SAND_SLOPED_UP_RIGHT 1258
-#define EL_BD_SAND_SLOPED_UP_LEFT 1259
-#define EL_BD_SAND_SLOPED_DOWN_LEFT 1260
-#define EL_BD_SAND_SLOPED_DOWN_RIGHT 1261
-#define EL_BD_SAND_GLUED 1262
-#define EL_BD_WALL_SLOPED_UP_RIGHT 1263
-#define EL_BD_WALL_SLOPED_UP_LEFT 1264
-#define EL_BD_WALL_SLOPED_DOWN_LEFT 1265
-#define EL_BD_WALL_SLOPED_DOWN_RIGHT 1266
-#define EL_BD_WALL_NON_SLOPED 1267
-#define EL_BD_WALL_DIGGABLE 1268
-#define EL_BD_WALL_DIAMOND 1269
-#define EL_BD_WALL_KEY_1 1270
-#define EL_BD_WALL_KEY_2 1271
-#define EL_BD_WALL_KEY_3 1272
-#define EL_BD_FALLING_WALL 1273
-#define EL_BD_STEELWALL 1274
-#define EL_BD_STEELWALL_SLOPED_UP_RIGHT 1275
-#define EL_BD_STEELWALL_SLOPED_UP_LEFT 1276
-#define EL_BD_STEELWALL_SLOPED_DOWN_LEFT 1277
-#define EL_BD_STEELWALL_SLOPED_DOWN_RIGHT 1278
-#define EL_BD_STEELWALL_EXPLODABLE 1279
-#define EL_BD_STEELWALL_DIGGABLE 1280
-#define EL_BD_EXPANDABLE_WALL_HORIZONTAL 1281
-#define EL_BD_EXPANDABLE_WALL_VERTICAL 1282
-#define EL_BD_EXPANDABLE_WALL_ANY 1283
-#define EL_BD_EXPANDABLE_STEELWALL_HORIZONTAL 1284
-#define EL_BD_EXPANDABLE_STEELWALL_VERTICAL 1285
-#define EL_BD_EXPANDABLE_STEELWALL_ANY 1286
-#define EL_BD_EXPANDABLE_WALL_SWITCH_HORIZONTAL 1287
-#define EL_BD_EXPANDABLE_WALL_SWITCH_VERTICAL 1288
-#define EL_BD_INBOX 1289
-#define EL_BD_EXIT_CLOSED 1290
-#define EL_BD_EXIT_OPEN 1291
-#define EL_BD_INVISIBLE_EXIT_CLOSED 1292
-#define EL_BD_INVISIBLE_EXIT_OPEN 1293
-#define EL_BD_FLYING_ROCK 1294
-#define EL_BD_MEGA_ROCK 1295
-#define EL_BD_ROCK_GLUED 1296
-#define EL_BD_FLYING_DIAMOND 1297
-#define EL_BD_DIAMOND_GLUED 1298
-#define EL_BD_DIAMOND_KEY 1299
-#define EL_BD_TRAPPED_DIAMOND 1300
-#define EL_BD_NUT 1301
-#define EL_BD_AMOEBA_2 1302
-#define EL_BD_BLADDER 1303
-#define EL_BD_BLADDER_SPENDER 1304
-#define EL_BD_CREATURE_SWITCH 1305
-#define EL_BD_CREATURE_SWITCH_ACTIVE 1306
-#define EL_BD_BITER_SWITCH_1 1307
-#define EL_BD_BITER_SWITCH_2 1308
-#define EL_BD_BITER_SWITCH_3 1309
-#define EL_BD_BITER_SWITCH_4 1310
-#define EL_BD_REPLICATOR 1311
-#define EL_BD_REPLICATOR_ACTIVE 1312
-#define EL_BD_REPLICATOR_SWITCH 1313
-#define EL_BD_REPLICATOR_SWITCH_ACTIVE 1314
-#define EL_BD_CONVEYOR_LEFT 1315
-#define EL_BD_CONVEYOR_LEFT_ACTIVE 1316
-#define EL_BD_CONVEYOR_RIGHT 1317
-#define EL_BD_CONVEYOR_RIGHT_ACTIVE 1318
-#define EL_BD_CONVEYOR_SWITCH 1319
-#define EL_BD_CONVEYOR_SWITCH_ACTIVE 1320
-#define EL_BD_CONVEYOR_DIR_SWITCH_NORMAL 1321
-#define EL_BD_CONVEYOR_DIR_SWITCH_CHANGED 1322
-#define EL_BD_GRAVITY_SWITCH 1323
-#define EL_BD_GRAVITY_SWITCH_ACTIVE 1324
-#define EL_BD_ACID 1325
-#define EL_BD_BOX 1326
-#define EL_BD_TIME_PENALTY 1327
-#define EL_BD_GRAVESTONE 1328
-#define EL_BD_CLOCK 1329
-#define EL_BD_POT 1330
-#define EL_BD_PNEUMATIC_HAMMER 1331
-#define EL_BD_TELEPORTER 1332
-#define EL_BD_SKELETON 1333
-#define EL_BD_WATER 1334
-#define EL_BD_KEY_1 1335
-#define EL_BD_KEY_2 1336
-#define EL_BD_KEY_3 1337
-#define EL_BD_GATE_1 1338
-#define EL_BD_GATE_2 1339
-#define EL_BD_GATE_3 1340
-#define EL_BD_LAVA 1341
-#define EL_BD_SWEET 1342
-#define EL_BD_VOODOO_DOLL 1343
-#define EL_BD_SLIME 1344
-#define EL_BD_WAITING_ROCK 1345
-#define EL_BD_CHASING_ROCK 1346
-#define EL_BD_GHOST 1347
-#define EL_BD_COW 1348
-#define EL_BD_COW_LEFT 1349
-#define EL_BD_COW_UP 1350
-#define EL_BD_COW_RIGHT 1351
-#define EL_BD_COW_DOWN 1352
-#define EL_BD_BUTTERFLY_2 1353
-#define EL_BD_BUTTERFLY_2_RIGHT 1354
-#define EL_BD_BUTTERFLY_2_UP 1355
-#define EL_BD_BUTTERFLY_2_LEFT 1356
-#define EL_BD_BUTTERFLY_2_DOWN 1357
-#define EL_BD_FIREFLY_2 1358
-#define EL_BD_FIREFLY_2_RIGHT 1359
-#define EL_BD_FIREFLY_2_UP 1360
-#define EL_BD_FIREFLY_2_LEFT 1361
-#define EL_BD_FIREFLY_2_DOWN 1362
-#define EL_BD_STONEFLY 1363
-#define EL_BD_STONEFLY_RIGHT 1364
-#define EL_BD_STONEFLY_UP 1365
-#define EL_BD_STONEFLY_LEFT 1366
-#define EL_BD_STONEFLY_DOWN 1367
-#define EL_BD_BITER 1368
-#define EL_BD_BITER_RIGHT 1369
-#define EL_BD_BITER_UP 1370
-#define EL_BD_BITER_LEFT 1371
-#define EL_BD_BITER_DOWN 1372
-#define EL_BD_DRAGONFLY 1373
-#define EL_BD_DRAGONFLY_RIGHT 1374
-#define EL_BD_DRAGONFLY_UP 1375
-#define EL_BD_DRAGONFLY_LEFT 1376
-#define EL_BD_DRAGONFLY_DOWN 1377
-#define EL_BD_BOMB 1378
-#define EL_BD_NITRO_PACK 1379
-#define EL_BD_PLAYER 1380
-#define EL_BD_PLAYER_WITH_BOMB 1381
-#define EL_BD_PLAYER_GLUED 1382
-#define EL_BD_PLAYER_STIRRING 1383
-#define EL_BD_FAKE_BONUS 1384
-#define EL_BD_COVERED 1385
-
-#define NUM_FILE_ELEMENTS 1386
+// BD style elements (normal)
+#define EL_BDX_START 1253
+#define EL_BDX_EMPTY_SPACE EL_BDX_START
+#define EL_BDX_EMPTY EL_BDX_EMPTY_SPACE
+#define EL_BDX_SAND_1 1254
+#define EL_BDX_SAND_2 1255
+#define EL_BDX_SAND_BALL 1256
+#define EL_BDX_SAND_LOOSE 1257
+#define EL_BDX_SAND_SLOPED_UP_RIGHT 1258
+#define EL_BDX_SAND_SLOPED_UP_LEFT 1259
+#define EL_BDX_SAND_SLOPED_DOWN_LEFT 1260
+#define EL_BDX_SAND_SLOPED_DOWN_RIGHT 1261
+#define EL_BDX_SAND_GLUED 1262
+#define EL_BDX_WALL_SLOPED_UP_RIGHT 1263
+#define EL_BDX_WALL_SLOPED_UP_LEFT 1264
+#define EL_BDX_WALL_SLOPED_DOWN_LEFT 1265
+#define EL_BDX_WALL_SLOPED_DOWN_RIGHT 1266
+#define EL_BDX_WALL_NON_SLOPED 1267
+#define EL_BDX_WALL_DIGGABLE 1268
+#define EL_BDX_WALL_DIAMOND 1269
+#define EL_BDX_WALL_KEY_1 1270
+#define EL_BDX_WALL_KEY_2 1271
+#define EL_BDX_WALL_KEY_3 1272
+#define EL_BDX_FALLING_WALL 1273
+#define EL_BDX_STEELWALL 1274
+#define EL_BDX_STEELWALL_SLOPED_UP_RIGHT 1275
+#define EL_BDX_STEELWALL_SLOPED_UP_LEFT 1276
+#define EL_BDX_STEELWALL_SLOPED_DOWN_LEFT 1277
+#define EL_BDX_STEELWALL_SLOPED_DOWN_RIGHT 1278
+#define EL_BDX_STEELWALL_EXPLODABLE 1279
+#define EL_BDX_STEELWALL_DIGGABLE 1280
+#define EL_BDX_EXPANDABLE_WALL_HORIZONTAL 1281
+#define EL_BDX_EXPANDABLE_WALL_VERTICAL 1282
+#define EL_BDX_EXPANDABLE_WALL_ANY 1283
+#define EL_BDX_EXPANDABLE_STEELWALL_HORIZONTAL 1284
+#define EL_BDX_EXPANDABLE_STEELWALL_VERTICAL 1285
+#define EL_BDX_EXPANDABLE_STEELWALL_ANY 1286
+#define EL_BDX_EXPANDABLE_WALL_SWITCH 1287
+#define EL_BDX_EXPANDABLE_WALL_SWITCH_ACTIVE 1288
+#define EL_BDX_INBOX 1289
+#define EL_BDX_EXIT_CLOSED 1290
+#define EL_BDX_EXIT_OPEN 1291
+#define EL_BDX_INVISIBLE_EXIT_CLOSED 1292
+#define EL_BDX_INVISIBLE_EXIT_OPEN 1293
+#define EL_BDX_FLYING_ROCK 1294
+#define EL_BDX_MEGA_ROCK 1295
+#define EL_BDX_ROCK_GLUED 1296
+#define EL_BDX_FLYING_DIAMOND 1297
+#define EL_BDX_DIAMOND_GLUED 1298
+#define EL_BDX_DIAMOND_KEY 1299
+#define EL_BDX_TRAPPED_DIAMOND 1300
+#define EL_BDX_NUT 1301
+#define EL_BDX_AMOEBA_1 1302
+#define EL_BDX_AMOEBA_2 1303
+#define EL_BDX_BLADDER 1304
+#define EL_BDX_BLADDER_SPENDER 1305
+#define EL_BDX_CREATURE_SWITCH 1306
+#define EL_BDX_CREATURE_SWITCH_ACTIVE 1307
+#define EL_BDX_BITER_SWITCH_1 1308
+#define EL_BDX_BITER_SWITCH_2 1309
+#define EL_BDX_BITER_SWITCH_3 1310
+#define EL_BDX_BITER_SWITCH_4 1311
+#define EL_BDX_REPLICATOR 1312
+#define EL_BDX_REPLICATOR_ACTIVE 1313
+#define EL_BDX_REPLICATOR_SWITCH 1314
+#define EL_BDX_REPLICATOR_SWITCH_ACTIVE 1315
+#define EL_BDX_CONVEYOR_LEFT 1316
+#define EL_BDX_CONVEYOR_LEFT_ACTIVE 1317
+#define EL_BDX_CONVEYOR_RIGHT 1318
+#define EL_BDX_CONVEYOR_RIGHT_ACTIVE 1319
+#define EL_BDX_CONVEYOR_SWITCH 1320
+#define EL_BDX_CONVEYOR_SWITCH_ACTIVE 1321
+#define EL_BDX_CONVEYOR_DIR_SWITCH 1322
+#define EL_BDX_CONVEYOR_DIR_SWITCH_ACTIVE 1323
+#define EL_BDX_GRAVITY_SWITCH 1324
+#define EL_BDX_GRAVITY_SWITCH_ACTIVE 1325
+#define EL_BDX_ACID 1326
+#define EL_BDX_BOX 1327
+#define EL_BDX_TIME_PENALTY 1328
+#define EL_BDX_GRAVESTONE 1329
+#define EL_BDX_CLOCK 1330
+#define EL_BDX_POT 1331
+#define EL_BDX_PNEUMATIC_HAMMER 1332
+#define EL_BDX_TELEPORTER 1333
+#define EL_BDX_SKELETON 1334
+#define EL_BDX_WATER 1335
+#define EL_BDX_KEY_1 1336
+#define EL_BDX_KEY_2 1337
+#define EL_BDX_KEY_3 1338
+#define EL_BDX_GATE_1 1339
+#define EL_BDX_GATE_2 1340
+#define EL_BDX_GATE_3 1341
+#define EL_BDX_LAVA 1342
+#define EL_BDX_SWEET 1343
+#define EL_BDX_VOODOO_DOLL 1344
+#define EL_BDX_SLIME 1345
+#define EL_BDX_WAITING_ROCK 1346
+#define EL_BDX_CHASING_ROCK 1347
+#define EL_BDX_GHOST 1348
+#define EL_BDX_COW 1349
+#define EL_BDX_COW_LEFT 1350
+#define EL_BDX_COW_UP 1351
+#define EL_BDX_COW_RIGHT 1352
+#define EL_BDX_COW_DOWN 1353
+#define EL_BDX_BUTTERFLY_1 1354
+#define EL_BDX_BUTTERFLY_1_RIGHT 1355
+#define EL_BDX_BUTTERFLY_1_UP 1356
+#define EL_BDX_BUTTERFLY_1_LEFT 1357
+#define EL_BDX_BUTTERFLY_1_DOWN 1358
+#define EL_BDX_BUTTERFLY_2 1359
+#define EL_BDX_BUTTERFLY_2_RIGHT 1360
+#define EL_BDX_BUTTERFLY_2_UP 1361
+#define EL_BDX_BUTTERFLY_2_LEFT 1362
+#define EL_BDX_BUTTERFLY_2_DOWN 1363
+#define EL_BDX_FIREFLY_1 1364
+#define EL_BDX_FIREFLY_1_RIGHT 1365
+#define EL_BDX_FIREFLY_1_UP 1366
+#define EL_BDX_FIREFLY_1_LEFT 1367
+#define EL_BDX_FIREFLY_1_DOWN 1368
+#define EL_BDX_FIREFLY_2 1369
+#define EL_BDX_FIREFLY_2_RIGHT 1370
+#define EL_BDX_FIREFLY_2_UP 1371
+#define EL_BDX_FIREFLY_2_LEFT 1372
+#define EL_BDX_FIREFLY_2_DOWN 1373
+#define EL_BDX_STONEFLY 1374
+#define EL_BDX_STONEFLY_RIGHT 1375
+#define EL_BDX_STONEFLY_UP 1376
+#define EL_BDX_STONEFLY_LEFT 1377
+#define EL_BDX_STONEFLY_DOWN 1378
+#define EL_BDX_BITER 1379
+#define EL_BDX_BITER_RIGHT 1380
+#define EL_BDX_BITER_UP 1381
+#define EL_BDX_BITER_LEFT 1382
+#define EL_BDX_BITER_DOWN 1383
+#define EL_BDX_DRAGONFLY 1384
+#define EL_BDX_DRAGONFLY_RIGHT 1385
+#define EL_BDX_DRAGONFLY_UP 1386
+#define EL_BDX_DRAGONFLY_LEFT 1387
+#define EL_BDX_DRAGONFLY_DOWN 1388
+#define EL_BDX_BOMB 1389
+#define EL_BDX_NITRO_PACK 1390
+#define EL_BDX_PLAYER 1391
+#define EL_BDX_PLAYER_WITH_BOMB 1392
+#define EL_BDX_PLAYER_WITH_ROCKET_LAUNCHER 1393
+#define EL_BDX_PLAYER_GLUED 1394
+#define EL_BDX_PLAYER_STIRRING 1395
+#define EL_BDX_ROCKET_LAUNCHER 1396
+#define EL_BDX_ROCKET 1397
+#define EL_BDX_ROCKET_RIGHT 1398
+#define EL_BDX_ROCKET_UP 1399
+#define EL_BDX_ROCKET_LEFT 1400
+#define EL_BDX_ROCKET_DOWN 1401
+#define EL_BDX_FAKE_BONUS 1402
+#define EL_BDX_COVERED 1403
+#define EL_BDX_WALL 1404
+#define EL_BDX_ROCK 1405
+#define EL_BDX_DIAMOND 1406
+#define EL_BDX_MAGIC_WALL 1407
+
+// BD style elements ("effects"; mostly runtime elements, but can also be stored in level file)
+#define EL_BDX_RUNTIME_START 1408
+#define EL_BDX_SAND_BALL_FALLING EL_BDX_RUNTIME_START
+#define EL_BDX_SAND_LOOSE_FALLING 1409
+#define EL_BDX_ROCK_FALLING 1410
+#define EL_BDX_FLYING_ROCK_FLYING 1411
+#define EL_BDX_MEGA_ROCK_FALLING 1412
+#define EL_BDX_DIAMOND_FALLING 1413
+#define EL_BDX_FLYING_DIAMOND_FLYING 1414
+#define EL_BDX_NUT_FALLING 1415
+#define EL_BDX_FALLING_WALL_FALLING 1416
+#define EL_BDX_NITRO_PACK_FALLING 1417
+#define EL_BDX_WATER_1 1418
+#define EL_BDX_WATER_2 1419
+#define EL_BDX_WATER_3 1420
+#define EL_BDX_WATER_4 1421
+#define EL_BDX_WATER_5 1422
+#define EL_BDX_WATER_6 1423
+#define EL_BDX_WATER_7 1424
+#define EL_BDX_WATER_8 1425
+#define EL_BDX_WATER_9 1426
+#define EL_BDX_WATER_10 1427
+#define EL_BDX_WATER_11 1428
+#define EL_BDX_WATER_12 1429
+#define EL_BDX_WATER_13 1430
+#define EL_BDX_WATER_14 1431
+#define EL_BDX_WATER_15 1432
+#define EL_BDX_WATER_16 1433
+#define EL_BDX_COW_ENCLOSED_1 1434
+#define EL_BDX_COW_ENCLOSED_2 1435
+#define EL_BDX_COW_ENCLOSED_3 1436
+#define EL_BDX_COW_ENCLOSED_4 1437
+#define EL_BDX_COW_ENCLOSED_5 1438
+#define EL_BDX_COW_ENCLOSED_6 1439
+#define EL_BDX_COW_ENCLOSED_7 1440
+#define EL_BDX_BLADDER_1 1441
+#define EL_BDX_BLADDER_2 1442
+#define EL_BDX_BLADDER_3 1443
+#define EL_BDX_BLADDER_4 1444
+#define EL_BDX_BLADDER_5 1445
+#define EL_BDX_BLADDER_6 1446
+#define EL_BDX_BLADDER_7 1447
+#define EL_BDX_BLADDER_8 1448
+#define EL_BDX_PLAYER_GROWING_1 1449
+#define EL_BDX_PLAYER_GROWING_2 1450
+#define EL_BDX_PLAYER_GROWING_3 1451
+#define EL_BDX_BOMB_TICKING_1 1452
+#define EL_BDX_BOMB_TICKING_2 1453
+#define EL_BDX_BOMB_TICKING_3 1454
+#define EL_BDX_BOMB_TICKING_4 1455
+#define EL_BDX_BOMB_TICKING_5 1456
+#define EL_BDX_BOMB_TICKING_6 1457
+#define EL_BDX_BOMB_TICKING_7 1458
+#define EL_BDX_CLOCK_GROWING_1 1459
+#define EL_BDX_CLOCK_GROWING_2 1460
+#define EL_BDX_CLOCK_GROWING_3 1461
+#define EL_BDX_CLOCK_GROWING_4 1462
+#define EL_BDX_DIAMOND_GROWING_1 1463
+#define EL_BDX_DIAMOND_GROWING_2 1464
+#define EL_BDX_DIAMOND_GROWING_3 1465
+#define EL_BDX_DIAMOND_GROWING_4 1466
+#define EL_BDX_DIAMOND_GROWING_5 1467
+#define EL_BDX_EXPLODING_1 1468
+#define EL_BDX_EXPLODING_2 1469
+#define EL_BDX_EXPLODING_3 1470
+#define EL_BDX_EXPLODING_4 1471
+#define EL_BDX_EXPLODING_5 1472
+#define EL_BDX_ROCK_GROWING_1 1473
+#define EL_BDX_ROCK_GROWING_2 1474
+#define EL_BDX_ROCK_GROWING_3 1475
+#define EL_BDX_ROCK_GROWING_4 1476
+#define EL_BDX_STEELWALL_GROWING_1 1477
+#define EL_BDX_STEELWALL_GROWING_2 1478
+#define EL_BDX_STEELWALL_GROWING_3 1479
+#define EL_BDX_STEELWALL_GROWING_4 1480
+#define EL_BDX_GHOST_EXPLODING_1 1481
+#define EL_BDX_GHOST_EXPLODING_2 1482
+#define EL_BDX_GHOST_EXPLODING_3 1483
+#define EL_BDX_GHOST_EXPLODING_4 1484
+#define EL_BDX_BOMB_EXPLODING_1 1485
+#define EL_BDX_BOMB_EXPLODING_2 1486
+#define EL_BDX_BOMB_EXPLODING_3 1487
+#define EL_BDX_BOMB_EXPLODING_4 1488
+#define EL_BDX_NITRO_PACK_EXPLODING 1489
+#define EL_BDX_NITRO_PACK_EXPLODING_1 1490
+#define EL_BDX_NITRO_PACK_EXPLODING_2 1491
+#define EL_BDX_NITRO_PACK_EXPLODING_3 1492
+#define EL_BDX_NITRO_PACK_EXPLODING_4 1493
+#define EL_BDX_AMOEBA_2_EXPLODING_1 1494
+#define EL_BDX_AMOEBA_2_EXPLODING_2 1495
+#define EL_BDX_AMOEBA_2_EXPLODING_3 1496
+#define EL_BDX_AMOEBA_2_EXPLODING_4 1497
+#define EL_BDX_NUT_BREAKING_1 1498
+#define EL_BDX_NUT_BREAKING_2 1499
+#define EL_BDX_NUT_BREAKING_3 1500
+#define EL_BDX_NUT_BREAKING_4 1501
+#define EL_BDX_RUNTIME_END EL_BDX_NUT_BREAKING_4
+#define EL_BDX_END EL_BDX_RUNTIME_END
+
+#define NUM_FILE_ELEMENTS 1502
// "real" (and therefore drawable) runtime elements
#define EL_MM_PACMAN_EATING_DOWN (EL_FIRST_RUNTIME_REAL + 81)
#define EL_MM_BOMB_ACTIVE (EL_FIRST_RUNTIME_REAL + 82)
#define EL_DF_MINE_ACTIVE (EL_FIRST_RUNTIME_REAL + 83)
+#define EL_BDX_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 84)
-#define NUM_DRAWABLE_ELEMENTS (EL_FIRST_RUNTIME_REAL + 84)
+#define NUM_DRAWABLE_ELEMENTS (EL_FIRST_RUNTIME_REAL + 85)
#define EL_MM_RUNTIME_START EL_MM_EXIT_OPENING
#define EL_MM_RUNTIME_END EL_MM_AMOEBA_WALL_GROWING
#define EL_MM_LIGHTBALL_YELLOW (EL_FIRST_DUMMY + 23)
#define EL_DEFAULT (EL_FIRST_DUMMY + 24)
#define EL_BD_DEFAULT (EL_FIRST_DUMMY + 25)
-#define EL_SP_DEFAULT (EL_FIRST_DUMMY + 26)
-#define EL_SB_DEFAULT (EL_FIRST_DUMMY + 27)
-#define EL_MM_DEFAULT (EL_FIRST_DUMMY + 28)
-#define EL_GRAPHIC_1 (EL_FIRST_DUMMY + 29)
-#define EL_GRAPHIC_2 (EL_FIRST_DUMMY + 30)
-#define EL_GRAPHIC_3 (EL_FIRST_DUMMY + 31)
-#define EL_GRAPHIC_4 (EL_FIRST_DUMMY + 32)
-#define EL_GRAPHIC_5 (EL_FIRST_DUMMY + 33)
-#define EL_GRAPHIC_6 (EL_FIRST_DUMMY + 34)
-#define EL_GRAPHIC_7 (EL_FIRST_DUMMY + 35)
-#define EL_GRAPHIC_8 (EL_FIRST_DUMMY + 36)
-#define EL_BD_GAME_GRAPHICS_COLOR_TEMPLATE (EL_FIRST_DUMMY + 37)
+#define EL_BDX_DEFAULT (EL_FIRST_DUMMY + 26)
+#define EL_SP_DEFAULT (EL_FIRST_DUMMY + 27)
+#define EL_SB_DEFAULT (EL_FIRST_DUMMY + 28)
+#define EL_MM_DEFAULT (EL_FIRST_DUMMY + 29)
+#define EL_GRAPHIC_1 (EL_FIRST_DUMMY + 30)
+#define EL_GRAPHIC_2 (EL_FIRST_DUMMY + 31)
+#define EL_GRAPHIC_3 (EL_FIRST_DUMMY + 32)
+#define EL_GRAPHIC_4 (EL_FIRST_DUMMY + 33)
+#define EL_GRAPHIC_5 (EL_FIRST_DUMMY + 34)
+#define EL_GRAPHIC_6 (EL_FIRST_DUMMY + 35)
+#define EL_GRAPHIC_7 (EL_FIRST_DUMMY + 36)
+#define EL_GRAPHIC_8 (EL_FIRST_DUMMY + 37)
+#define EL_BDX_GAME_GRAPHICS_COLOR_TEMPLATE (EL_FIRST_DUMMY + 38)
// internal elements (only used for internal purposes like copying)
-#define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 38)
+#define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 39)
#define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0)
#define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1)
#define EL_INTERNAL_CASCADE_BD (EL_FIRST_INTERNAL + 4)
#define EL_INTERNAL_CASCADE_BD_ACTIVE (EL_FIRST_INTERNAL + 5)
-#define EL_INTERNAL_CASCADE_BD_NATIVE (EL_FIRST_INTERNAL + 6)
-#define EL_INTERNAL_CASCADE_BD_NATIVE_ACTIVE (EL_FIRST_INTERNAL + 7)
-#define EL_INTERNAL_CASCADE_EM (EL_FIRST_INTERNAL + 8)
-#define EL_INTERNAL_CASCADE_EM_ACTIVE (EL_FIRST_INTERNAL + 9)
-#define EL_INTERNAL_CASCADE_EMC (EL_FIRST_INTERNAL + 10)
-#define EL_INTERNAL_CASCADE_EMC_ACTIVE (EL_FIRST_INTERNAL + 11)
-#define EL_INTERNAL_CASCADE_RND (EL_FIRST_INTERNAL + 12)
-#define EL_INTERNAL_CASCADE_RND_ACTIVE (EL_FIRST_INTERNAL + 13)
-#define EL_INTERNAL_CASCADE_SB (EL_FIRST_INTERNAL + 14)
-#define EL_INTERNAL_CASCADE_SB_ACTIVE (EL_FIRST_INTERNAL + 15)
-#define EL_INTERNAL_CASCADE_SP (EL_FIRST_INTERNAL + 16)
-#define EL_INTERNAL_CASCADE_SP_ACTIVE (EL_FIRST_INTERNAL + 17)
-#define EL_INTERNAL_CASCADE_DC (EL_FIRST_INTERNAL + 18)
-#define EL_INTERNAL_CASCADE_DC_ACTIVE (EL_FIRST_INTERNAL + 19)
-#define EL_INTERNAL_CASCADE_DX (EL_FIRST_INTERNAL + 20)
-#define EL_INTERNAL_CASCADE_DX_ACTIVE (EL_FIRST_INTERNAL + 21)
-#define EL_INTERNAL_CASCADE_MM (EL_FIRST_INTERNAL + 22)
-#define EL_INTERNAL_CASCADE_MM_ACTIVE (EL_FIRST_INTERNAL + 23)
-#define EL_INTERNAL_CASCADE_DF (EL_FIRST_INTERNAL + 24)
-#define EL_INTERNAL_CASCADE_DF_ACTIVE (EL_FIRST_INTERNAL + 25)
-#define EL_INTERNAL_CASCADE_CHARS (EL_FIRST_INTERNAL + 26)
-#define EL_INTERNAL_CASCADE_CHARS_ACTIVE (EL_FIRST_INTERNAL + 27)
-#define EL_INTERNAL_CASCADE_STEEL_CHARS (EL_FIRST_INTERNAL + 28)
-#define EL_INTERNAL_CASCADE_STEEL_CHARS_ACTIVE (EL_FIRST_INTERNAL + 29)
-#define EL_INTERNAL_CASCADE_CE (EL_FIRST_INTERNAL + 30)
-#define EL_INTERNAL_CASCADE_CE_ACTIVE (EL_FIRST_INTERNAL + 31)
-#define EL_INTERNAL_CASCADE_GE (EL_FIRST_INTERNAL + 32)
-#define EL_INTERNAL_CASCADE_GE_ACTIVE (EL_FIRST_INTERNAL + 33)
-#define EL_INTERNAL_CASCADE_ES (EL_FIRST_INTERNAL + 34)
-#define EL_INTERNAL_CASCADE_ES_ACTIVE (EL_FIRST_INTERNAL + 35)
-#define EL_INTERNAL_CASCADE_REF (EL_FIRST_INTERNAL + 36)
-#define EL_INTERNAL_CASCADE_REF_ACTIVE (EL_FIRST_INTERNAL + 37)
-#define EL_INTERNAL_CASCADE_USER (EL_FIRST_INTERNAL + 38)
-#define EL_INTERNAL_CASCADE_USER_ACTIVE (EL_FIRST_INTERNAL + 39)
-#define EL_INTERNAL_CASCADE_DYNAMIC (EL_FIRST_INTERNAL + 40)
-#define EL_INTERNAL_CASCADE_DYNAMIC_ACTIVE (EL_FIRST_INTERNAL + 41)
+#define EL_INTERNAL_CASCADE_BDX (EL_FIRST_INTERNAL + 6)
+#define EL_INTERNAL_CASCADE_BDX_ACTIVE (EL_FIRST_INTERNAL + 7)
+#define EL_INTERNAL_CASCADE_BDX_EFFECTS (EL_FIRST_INTERNAL + 8)
+#define EL_INTERNAL_CASCADE_BDX_EFFECTS_ACTIVE (EL_FIRST_INTERNAL + 9)
+#define EL_INTERNAL_CASCADE_EM (EL_FIRST_INTERNAL + 10)
+#define EL_INTERNAL_CASCADE_EM_ACTIVE (EL_FIRST_INTERNAL + 11)
+#define EL_INTERNAL_CASCADE_EMC (EL_FIRST_INTERNAL + 12)
+#define EL_INTERNAL_CASCADE_EMC_ACTIVE (EL_FIRST_INTERNAL + 13)
+#define EL_INTERNAL_CASCADE_RND (EL_FIRST_INTERNAL + 14)
+#define EL_INTERNAL_CASCADE_RND_ACTIVE (EL_FIRST_INTERNAL + 15)
+#define EL_INTERNAL_CASCADE_SB (EL_FIRST_INTERNAL + 16)
+#define EL_INTERNAL_CASCADE_SB_ACTIVE (EL_FIRST_INTERNAL + 17)
+#define EL_INTERNAL_CASCADE_SP (EL_FIRST_INTERNAL + 18)
+#define EL_INTERNAL_CASCADE_SP_ACTIVE (EL_FIRST_INTERNAL + 19)
+#define EL_INTERNAL_CASCADE_DC (EL_FIRST_INTERNAL + 20)
+#define EL_INTERNAL_CASCADE_DC_ACTIVE (EL_FIRST_INTERNAL + 21)
+#define EL_INTERNAL_CASCADE_DX (EL_FIRST_INTERNAL + 22)
+#define EL_INTERNAL_CASCADE_DX_ACTIVE (EL_FIRST_INTERNAL + 23)
+#define EL_INTERNAL_CASCADE_MM (EL_FIRST_INTERNAL + 24)
+#define EL_INTERNAL_CASCADE_MM_ACTIVE (EL_FIRST_INTERNAL + 25)
+#define EL_INTERNAL_CASCADE_DF (EL_FIRST_INTERNAL + 26)
+#define EL_INTERNAL_CASCADE_DF_ACTIVE (EL_FIRST_INTERNAL + 27)
+#define EL_INTERNAL_CASCADE_CHARS (EL_FIRST_INTERNAL + 28)
+#define EL_INTERNAL_CASCADE_CHARS_ACTIVE (EL_FIRST_INTERNAL + 29)
+#define EL_INTERNAL_CASCADE_STEEL_CHARS (EL_FIRST_INTERNAL + 30)
+#define EL_INTERNAL_CASCADE_STEEL_CHARS_ACTIVE (EL_FIRST_INTERNAL + 31)
+#define EL_INTERNAL_CASCADE_CE (EL_FIRST_INTERNAL + 32)
+#define EL_INTERNAL_CASCADE_CE_ACTIVE (EL_FIRST_INTERNAL + 33)
+#define EL_INTERNAL_CASCADE_GE (EL_FIRST_INTERNAL + 34)
+#define EL_INTERNAL_CASCADE_GE_ACTIVE (EL_FIRST_INTERNAL + 35)
+#define EL_INTERNAL_CASCADE_ES (EL_FIRST_INTERNAL + 36)
+#define EL_INTERNAL_CASCADE_ES_ACTIVE (EL_FIRST_INTERNAL + 37)
+#define EL_INTERNAL_CASCADE_REF (EL_FIRST_INTERNAL + 38)
+#define EL_INTERNAL_CASCADE_REF_ACTIVE (EL_FIRST_INTERNAL + 39)
+#define EL_INTERNAL_CASCADE_USER (EL_FIRST_INTERNAL + 40)
+#define EL_INTERNAL_CASCADE_USER_ACTIVE (EL_FIRST_INTERNAL + 41)
+#define EL_INTERNAL_CASCADE_DYNAMIC (EL_FIRST_INTERNAL + 42)
+#define EL_INTERNAL_CASCADE_DYNAMIC_ACTIVE (EL_FIRST_INTERNAL + 43)
#define EL_INTERNAL_CLIPBOARD_START (EL_FIRST_INTERNAL + 0)
#define EL_INTERNAL_CLIPBOARD_END (EL_FIRST_INTERNAL + 2)
#define EL_INTERNAL_START (EL_FIRST_INTERNAL + 0)
-#define EL_INTERNAL_END (EL_FIRST_INTERNAL + 41)
+#define EL_INTERNAL_END (EL_FIRST_INTERNAL + 43)
-#define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 42)
+#define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 44)
// values for graphics/sounds action types
ACTION_TWINKLING,
ACTION_SPLASHING,
ACTION_HITTING,
+ ACTION_FLYING,
ACTION_PAGE_1,
ACTION_PAGE_2,
ACTION_PAGE_3,
GFX_SPECIAL_ARG_SETUP_SHORTCUTS_3,
GFX_SPECIAL_ARG_SETUP_SHORTCUTS_4,
GFX_SPECIAL_ARG_SETUP_SHORTCUTS_5,
+ GFX_SPECIAL_ARG_SETUP_SHORTCUTS_6,
GFX_SPECIAL_ARG_SETUP_CHOOSE_ARTWORK,
GFX_SPECIAL_ARG_SETUP_CHOOSE_OTHER,
#define PROGRAM_VERSION_MAJOR 4
#define PROGRAM_VERSION_MINOR 0
#define PROGRAM_VERSION_PATCH 0
-#define PROGRAM_VERSION_EXTRA ""
+#define PROGRAM_VERSION_EXTRA "-test-2"
#define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
#define PROGRAM_AUTHOR_STRING "Holger Schemel"
boolean bd_line_shifting_borders; // BD engine uses line-shifting wrap-around
boolean bd_scan_first_and_last_row; // BD engine scans top and bottom border rows
boolean bd_short_explosions; // BD engine uses four game cycles for explosions
- boolean bd_gravity_affects_all; // BD engine gravity affects all falling objects
boolean bd_intermission; // BD level is intermission
boolean bd_diagonal_movements; // BD style diagonal movements
boolean bd_topmost_player_active; // BD engine uses first player found on playfield
int bd_pushing_prob; // BD player probability to push rocks
int bd_pushing_prob_with_sweet; // BD player probability to push rocks after eating sweet
boolean bd_push_mega_rock_with_sweet; // BD player can push mega rocks after eating sweet
+ boolean bd_magic_wall_zero_infinite; // BD magic wall with timer of zero runs infinitely
boolean bd_magic_wall_wait_hatching; // BD magic wall waits for player's birth
- boolean bd_magic_wall_stops_amoeba; // BD magic wall turns amoeba to diamonds
+ boolean bd_magic_wall_stops_amoeba; // BD magic wall can stop amoeba and turn to diamonds
+ boolean bd_magic_wall_break_scan; // BD magic wall setting to implement buggy BD1 behaviour
+ int bd_magic_wall_time; // BD magic wall time
+ int bd_magic_wall_diamond_to; // BD magic wall turns diamonds to specified element
+ int bd_magic_wall_rock_to; // BD magic wall turns rocks to specified element
+ int bd_magic_wall_mega_rock_to; // BD magic wall turns mega rocks to specified element
+ int bd_magic_wall_nut_to; // BD magic wall turns nuts to specified element
+ int bd_magic_wall_nitro_pack_to; // BD magic wall turns nitro packs to specified element
+ int bd_magic_wall_flying_diamond_to; // BD magic wall turns flying diamonds to specified element
+ int bd_magic_wall_flying_rock_to; // BD magic wall turns flying rocks to specified element
boolean bd_amoeba_wait_for_hatching; // BD amoeba waits for player's birth
boolean bd_amoeba_start_immediately; // BD amoeba growth starts immediately
boolean bd_amoeba_2_explode_by_amoeba;// BD amoeba 2 explodes if touched by BD amoeba
- int bd_amoeba_threshold_too_big; // BD amoeba turns to stones if threshold reached
- int bd_amoeba_slow_growth_time; // BD amoeba slow growth time (in seconds)
- int bd_amoeba_slow_growth_rate; // BD amoeba slow growth rate (in percent)
- int bd_amoeba_fast_growth_rate; // BD amoeba fast growth rate (in percent)
- int bd_amoeba_content_too_big; // BD amoeba changes to this element if too big
- int bd_amoeba_content_enclosed; // BD amoeba changes to this element if enclosed
+ int bd_amoeba_1_threshold_too_big; // BD amoeba 1 turns to stones if threshold reached
+ int bd_amoeba_1_slow_growth_time; // BD amoeba 1 slow growth time (in seconds)
+ int bd_amoeba_1_slow_growth_rate; // BD amoeba 1 slow growth rate (in percent)
+ int bd_amoeba_1_fast_growth_rate; // BD amoeba 1 fast growth rate (in percent)
+ int bd_amoeba_1_content_too_big; // BD amoeba 1 changes to this element if too big
+ int bd_amoeba_1_content_enclosed; // BD amoeba 1 changes to this element if enclosed
int bd_amoeba_2_threshold_too_big; // BD amoeba 2 turns to stones if threshold reached
int bd_amoeba_2_slow_growth_time; // BD amoeba 2 slow growth time (in seconds)
int bd_amoeba_2_slow_growth_rate; // BD amoeba 2 slow growth rate (in percent)
int bd_slime_permeability_rate; // BD slime permeability rate for unpredictable slime
int bd_slime_permeability_bits_c64; // BD slime permeability bits for predictable slime
int bd_slime_random_seed_c64; // BD slime random number seed for predictable slime
+ int bd_slime_eats_element_1; // BD slime can eat and convert this game element
+ int bd_slime_converts_to_element_1; // BD slime can convert eaten element to this game element
+ int bd_slime_eats_element_2; // BD slime can eat and convert this game element
+ int bd_slime_converts_to_element_2; // BD slime can convert eaten element to this game element
+ int bd_slime_eats_element_3; // BD slime can eat and convert this game element
+ int bd_slime_converts_to_element_3; // BD slime can convert eaten element to this game element
int bd_cave_random_seed_c64; // BD cave random number seed for predictable slime
int bd_acid_eats_element; // BD acid eats this game element when spreading
int bd_acid_spread_rate; // BD acid probability of spreading (in percent)
int bd_replicator_create_delay; // BD replicator delay between replications (in BD frames)
boolean bd_conveyor_belts_active; // BD conveyor belts start in active state if enabled
boolean bd_conveyor_belts_changed; // BD conveyor belts direction is changed if enabled
+ boolean bd_water_cannot_flow_down; // BD water does not flow downwards if enabled
+ int bd_nut_content; // BD nut contains the specified game element
+ int bd_hammer_walls_break_delay; // BD hammer time for breaking walls (in BD frames)
+ boolean bd_hammer_walls_reappear; // BD hammered walls are reappearing after some delay
+ int bd_hammer_walls_reappear_delay; // BD hammer time for reappearing walls (in BD frames)
+ boolean bd_infinite_rockets; // BD rocket launcher has infinite number of rockets
+ int bd_num_skeletons_needed_for_pot; // BD skeletons amount must be collected to use a pot
+ int bd_skeleton_worth_num_diamonds; // BD skeleton collected is worth this number of diamonds
+ int bd_expanding_wall_looks_like; // BD expanding wall looks like this other game element
+ int bd_sand_looks_like; // BD sand looks like this other game element
+ boolean bd_creatures_start_backwards; // BD creatures start moving in opposite direction
+ boolean bd_creatures_turn_on_hatching;// BD creatures change direction after hatching
+ int bd_creatures_auto_turn_delay; // BD creatures change direction after delay (in seconds)
+ int bd_gravity_direction; // BD engine initial gravity direction
+ boolean bd_gravity_switch_active; // BD engine gravity switch starts in active state
+ int bd_gravity_switch_delay; // BD engine gravity change delay for switch (in seconds)
+ boolean bd_gravity_affects_all; // BD engine gravity affects all falling objects
+ int bd_rock_turns_to_on_falling; // BD rock changes to specified element when falling
+ int bd_rock_turns_to_on_impact; // BD rock changes to specified element on impact
+ int bd_diamond_turns_to_on_falling; // BD diamond changes to specified element when falling
+ int bd_diamond_turns_to_on_impact; // BD diamond changes to specified element on impact
+ int bd_firefly_1_explodes_to; // BD firefly 1 explodes to specified element
+ int bd_firefly_2_explodes_to; // BD firefly 2 explodes to specified element
+ int bd_butterfly_1_explodes_to; // BD butterfly 1 explodes to specified element
+ int bd_butterfly_2_explodes_to; // BD butterfly 2 explodes to specified element
+ int bd_stonefly_explodes_to; // BD stonefly explodes to specified element
+ int bd_dragonfly_explodes_to; // BD dragonfly explodes to specified element
+ int bd_diamond_birth_turns_to; // BD diamond birth changes to specified element
+ int bd_bomb_explosion_turns_to; // BD bomb explosion changes to specified element
+ int bd_nitro_explosion_turns_to; // BD nitro pack explosion changes to specified element
+ int bd_explosion_turns_to; // BD other explosions change to specified element
+ int bd_color_b; // BD engine C64-style cave color (border)
+ int bd_color_0; // BD engine C64-style cave color (background)
+ int bd_color_1; // BD engine C64-style cave color (sand)
+ int bd_color_2; // BD engine C64-style cave color (steel wall)
+ int bd_color_3; // BD engine C64-style cave color (wall)
+ int bd_color_4; // BD engine C64-style cave color (amoeba)
+ int bd_color_5; // BD engine C64-style cave color (slime)
boolean em_slippery_gems; // EM style "gems slip from wall" behaviour
boolean em_explodes_by_fire; // EM style chain explosion behaviour
boolean file_has_custom_elements; // set when level file contains CEs
+ int bd_color_type; // set according to BD colors in level
+
boolean no_valid_file; // set when level file missing or invalid
boolean no_level_file; // set when falling back to level template
char *convert_leveldir;
int convert_level_nr;
+ char *dumplevelset_leveldir;
+
char *dumplevel_leveldir;
int dumplevel_level_nr;