(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 || \
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_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