(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_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_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_DF_END_2 EL_DF_SLOPE_END
// BD style elements
-#define EL_BD_PLAYER 1253
+#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_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_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_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 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 1385
+#define NUM_FILE_ELEMENTS 1386
// "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)
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_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_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 turns amoeba to diamonds
+ 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_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
+
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