(e) == EL_PEARL ? EL_BOMB : \
(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_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_BD_FIREFLY_2(e) ((e) == EL_BD_FIREFLY_2 || \
+ (e) == EL_BD_FIREFLY_2_RIGHT || \
+ (e) == EL_BD_FIREFLY_2_UP || \
+ (e) == EL_BD_FIREFLY_2_LEFT || \
+ (e) == EL_BD_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_BD_BUTTERFLY_2(e) ((e) == EL_BD_BUTTERFLY_2 || \
+ (e) == EL_BD_BUTTERFLY_2_RIGHT || \
+ (e) == EL_BD_BUTTERFLY_2_UP || \
+ (e) == EL_BD_BUTTERFLY_2_LEFT || \
+ (e) == EL_BD_BUTTERFLY_2_DOWN)
+
+#define IS_BD_STONEFLY(e) ((e) == EL_BD_STONEFLY || \
+ (e) == EL_BD_STONEFLY_RIGHT || \
+ (e) == EL_BD_STONEFLY_UP || \
+ (e) == EL_BD_STONEFLY_LEFT || \
+ (e) == EL_BD_STONEFLY_DOWN)
+
+#define IS_BD_DRAGONFLY(e) ((e) == EL_BD_DRAGONFLY || \
+ (e) == EL_BD_DRAGONFLY_RIGHT || \
+ (e) == EL_BD_DRAGONFLY_UP || \
+ (e) == EL_BD_DRAGONFLY_LEFT || \
+ (e) == EL_BD_DRAGONFLY_DOWN)
+
+#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)
+
+#define IS_BD_EXPANDABLE_STEELWALL(e) ((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 || \
+ (e) == EL_BD_CONVEYOR_DIR_SWITCH_ACTIVE)
+
+#define IS_SOKOBAN_OBJECT_OR_FIELD(e) ((e) == EL_SOKOBAN_OBJECT || \
+ (e) == EL_SOKOBAN_FIELD_EMPTY || \
+ (e) == EL_SOKOBAN_FIELD_FULL)
+
#define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
#define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
#define TAPE_IS_EMPTY(x) ((x).length == 0)
#define SC_PEARL 12
#define SC_SHIELD 13
#define SC_ELEM_BONUS 14
-#define SC_UNKNOWN_15 15
+#define SC_DIAMOND_EXTRA 15
#define LEVEL_SCORE_ELEMENTS 16 // level elements with score
#define EL_MM_END_3 EL_DF_SLOPE_END
#define EL_DF_END_2 EL_DF_SLOPE_END
-// BD style elements
-#define EL_BD_PLAYER 1253
+// BD style elements (normal)
+#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_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_EXPANDABLE_WALL_SWITCH 1287
+#define EL_BD_EXPANDABLE_WALL_SWITCH_ACTIVE 1288
#define EL_BD_INBOX 1289
#define EL_BD_EXIT_CLOSED 1290
#define EL_BD_EXIT_OPEN 1291
#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_LEFT 1321
-#define EL_BD_CONVEYOR_DIR_SWITCH_RIGHT 1322
+#define EL_BD_CONVEYOR_DIR_SWITCH 1321
+#define EL_BD_CONVEYOR_DIR_SWITCH_ACTIVE 1322
#define EL_BD_GRAVITY_SWITCH 1323
#define EL_BD_GRAVITY_SWITCH_ACTIVE 1324
#define EL_BD_ACID 1325
#define EL_BD_DRAGONFLY_DOWN 1377
#define EL_BD_BOMB 1378
#define EL_BD_NITRO_PACK 1379
-#define EL_BD_PLAYER_WITH_BOMB 1380
-#define EL_BD_PLAYER_GLUED 1381
-#define EL_BD_PLAYER_STIRRING 1382
-#define EL_BD_FAKE_BONUS 1383
-#define EL_BD_COVERED 1384
-
-#define NUM_FILE_ELEMENTS 1385
+#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
+
+// BD style elements ("effects"; mostly runtime elements, but can also be stored in level file)
+#define EL_BD_SAND_BALL_FALLING 1386
+#define EL_BD_SAND_LOOSE_FALLING 1387
+#define EL_BD_ROCK_FALLING 1388
+#define EL_BD_FLYING_ROCK_FLYING 1389
+#define EL_BD_MEGA_ROCK_FALLING 1390
+#define EL_BD_DIAMOND_FALLING 1391
+#define EL_BD_FLYING_DIAMOND_FLYING 1392
+#define EL_BD_NUT_FALLING 1393
+#define EL_BD_FALLING_WALL_FALLING 1394
+#define EL_BD_NITRO_PACK_FALLING 1395
+#define EL_BD_WATER_1 1396
+#define EL_BD_WATER_2 1397
+#define EL_BD_WATER_3 1398
+#define EL_BD_WATER_4 1399
+#define EL_BD_WATER_5 1400
+#define EL_BD_WATER_6 1401
+#define EL_BD_WATER_7 1402
+#define EL_BD_WATER_8 1403
+#define EL_BD_WATER_9 1404
+#define EL_BD_WATER_10 1405
+#define EL_BD_WATER_11 1406
+#define EL_BD_WATER_12 1407
+#define EL_BD_WATER_13 1408
+#define EL_BD_WATER_14 1409
+#define EL_BD_WATER_15 1410
+#define EL_BD_WATER_16 1411
+#define EL_BD_COW_ENCLOSED_1 1412
+#define EL_BD_COW_ENCLOSED_2 1413
+#define EL_BD_COW_ENCLOSED_3 1414
+#define EL_BD_COW_ENCLOSED_4 1415
+#define EL_BD_COW_ENCLOSED_5 1416
+#define EL_BD_COW_ENCLOSED_6 1417
+#define EL_BD_COW_ENCLOSED_7 1418
+#define EL_BD_BLADDER_1 1419
+#define EL_BD_BLADDER_2 1420
+#define EL_BD_BLADDER_3 1421
+#define EL_BD_BLADDER_4 1422
+#define EL_BD_BLADDER_5 1423
+#define EL_BD_BLADDER_6 1424
+#define EL_BD_BLADDER_7 1425
+#define EL_BD_BLADDER_8 1426
+#define EL_BD_PLAYER_GROWING_1 1427
+#define EL_BD_PLAYER_GROWING_2 1428
+#define EL_BD_PLAYER_GROWING_3 1429
+#define EL_BD_BOMB_TICKING_1 1430
+#define EL_BD_BOMB_TICKING_2 1431
+#define EL_BD_BOMB_TICKING_3 1432
+#define EL_BD_BOMB_TICKING_4 1433
+#define EL_BD_BOMB_TICKING_5 1434
+#define EL_BD_BOMB_TICKING_6 1435
+#define EL_BD_BOMB_TICKING_7 1436
+#define EL_BD_CLOCK_GROWING_1 1437
+#define EL_BD_CLOCK_GROWING_2 1438
+#define EL_BD_CLOCK_GROWING_3 1439
+#define EL_BD_CLOCK_GROWING_4 1440
+#define EL_BD_DIAMOND_GROWING_1 1441
+#define EL_BD_DIAMOND_GROWING_2 1442
+#define EL_BD_DIAMOND_GROWING_3 1443
+#define EL_BD_DIAMOND_GROWING_4 1444
+#define EL_BD_DIAMOND_GROWING_5 1445
+#define EL_BD_EXPLODING_1 1446
+#define EL_BD_EXPLODING_2 1447
+#define EL_BD_EXPLODING_3 1448
+#define EL_BD_EXPLODING_4 1449
+#define EL_BD_EXPLODING_5 1450
+#define EL_BD_ROCK_GROWING_1 1451
+#define EL_BD_ROCK_GROWING_2 1452
+#define EL_BD_ROCK_GROWING_3 1453
+#define EL_BD_ROCK_GROWING_4 1454
+#define EL_BD_STEELWALL_GROWING_1 1455
+#define EL_BD_STEELWALL_GROWING_2 1456
+#define EL_BD_STEELWALL_GROWING_3 1457
+#define EL_BD_STEELWALL_GROWING_4 1458
+#define EL_BD_GHOST_EXPLODING_1 1459
+#define EL_BD_GHOST_EXPLODING_2 1460
+#define EL_BD_GHOST_EXPLODING_3 1461
+#define EL_BD_GHOST_EXPLODING_4 1462
+#define EL_BD_BOMB_EXPLODING_1 1463
+#define EL_BD_BOMB_EXPLODING_2 1464
+#define EL_BD_BOMB_EXPLODING_3 1465
+#define EL_BD_BOMB_EXPLODING_4 1466
+#define EL_BD_NITRO_PACK_EXPLODING 1467
+#define EL_BD_NITRO_PACK_EXPLODING_1 1468
+#define EL_BD_NITRO_PACK_EXPLODING_2 1469
+#define EL_BD_NITRO_PACK_EXPLODING_3 1470
+#define EL_BD_NITRO_PACK_EXPLODING_4 1471
+#define EL_BD_AMOEBA_2_EXPLODING_1 1472
+#define EL_BD_AMOEBA_2_EXPLODING_2 1473
+#define EL_BD_AMOEBA_2_EXPLODING_3 1474
+#define EL_BD_AMOEBA_2_EXPLODING_4 1475
+#define EL_BD_NUT_BREAKING_1 1476
+#define EL_BD_NUT_BREAKING_2 1477
+#define EL_BD_NUT_BREAKING_3 1478
+#define EL_BD_NUT_BREAKING_4 1479
+
+#define NUM_FILE_ELEMENTS 1480
// "real" (and therefore drawable) runtime elements
#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)
// internal elements (only used for internal purposes like copying)
-#define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 37)
+#define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 38)
#define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0)
#define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1)
#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_BD_EFFECTS (EL_FIRST_INTERNAL + 8)
+#define EL_INTERNAL_CASCADE_BD_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,
int initial_inventory_size[MAX_PLAYERS];
int initial_inventory_content[MAX_PLAYERS][MAX_INITIAL_INVENTORY_SIZE];
+ int bd_cycle_delay_ms; // BD game cycle delay (in milliseconds)
+ int bd_cycle_delay_c64; // BD game cycle delay (in C64 game units)
+ int bd_hatching_delay_cycles; // BD hatching delay (in game cycles)
+ int bd_hatching_delay_seconds; // BD hatching delay (in seconds)
+ int bd_scheduling_type; // BD engine scheduling type
+ boolean bd_pal_timing; // BD engine uses special PAL timing
+ 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_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_snap_element; // BD element that is created when player is snapping
+ 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_wait_hatching; // BD magic wall waits for player's birth
+ boolean bd_magic_wall_stops_amoeba; // BD magic wall can stop amoeba and turn to diamonds
+ 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_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_amoeba_2_fast_growth_rate; // BD amoeba 2 fast growth rate (in percent)
+ int bd_amoeba_2_content_too_big; // BD amoeba 2 changes to this element if too big
+ int bd_amoeba_2_content_enclosed; // BD amoeba 2 changes to this element if enclosed
+ int bd_amoeba_2_content_exploding; // BD amoeba 2 changes to this element if exploding
+ int bd_amoeba_2_content_looks_like; // BD amoeba 2 looks like this other game element
+ int bd_clock_extra_time; // BD engine extra time when collecting clock
+ boolean bd_voodoo_collects_diamonds; // BD voodoo doll can collect diamonds for the player
+ boolean bd_voodoo_hurt_kills_player; // BD voodoo doll hurt in any way, player is killed
+ boolean bd_voodoo_dies_by_rock; // BD voodoo doll can be killed by a falling rock
+ boolean bd_voodoo_vanish_by_explosion;// BD voodoo doll can be destroyed by explosions
+ int bd_voodoo_penalty_time; // BD engine penalty time when voodoo doll destroyed
+ boolean bd_slime_is_predictable; // BD slime uses predictable random number generator
+ boolean bd_slime_correct_random; // BD slime needs corrected random number generator
+ 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_acid_turns_to_element; // BD acid target element after spreading
+ int bd_biter_move_delay; // BD biter delay between movements (in BD frames)
+ int bd_biter_eats_element; // BD biter eats this game element when moving
+ int bd_bladder_converts_by_element; // BD bladder converts to clock by touching this element
+ boolean bd_change_expanding_wall; // BD expanding wall direction is changed if enabled
+ boolean bd_replicators_active; // BD replicators start in active state if enabled
+ 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)
+ 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_explodes_to; // BD firefly explodes to specified element
+ int bd_firefly_2_explodes_to; // BD firefly 2 explodes to specified element
+ int bd_butterfly_explodes_to; // BD butterfly 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
+
boolean em_slippery_gems; // EM style "gems slip from wall" behaviour
boolean em_explodes_by_fire; // EM style chain explosion behaviour
boolean use_spring_bug; // for compatibility with old levels