int initial_inventory_size[MAX_PLAYERS];
int initial_inventory_content[MAX_PLAYERS][MAX_INITIAL_INVENTORY_SIZE];
- boolean bd_scheduling_type; // BD engine scheduling type
- boolean bd_pal_timing; // BD engine special timing
- boolean bd_cycle_delay_ms; // BD game cycle delay (in milliseconds)
- boolean bd_cycle_delay_c64; // BD game cycle delay (in C64 game units)
+ 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
+
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