&li.bd_acid_turns_to_element, EL_EMPTY
},
+ {
+ EL_BD_BITER, -1,
+ TYPE_INTEGER, CONF_VALUE_8_BIT(1),
+ &li.bd_biter_move_delay, 0
+ },
+ {
+ EL_BD_BITER, -1,
+ TYPE_ELEMENT, CONF_VALUE_16_BIT(1),
+ &li.bd_biter_eats_element, EL_BD_DIAMOND
+ },
+
+ {
+ EL_BD_BLADDER, -1,
+ TYPE_ELEMENT, CONF_VALUE_16_BIT(1),
+ &li.bd_bladder_converts_by_element, EL_BD_VOODOO_DOLL
+ },
+
// (the following values are related to various game elements)
{
cave->acid_spread_ratio = level->bd_acid_spread_rate * 10000;
cave->acid_turns_to = map_element_RND_to_BD(level->bd_acid_turns_to_element);
+ cave->biter_delay_frame = level->bd_biter_move_delay;
+ cave->biter_eat = map_element_RND_to_BD(level->bd_biter_eats_element);
+
+ cave->bladder_converts_by = map_element_RND_to_BD(level->bd_bladder_converts_by_element);
+
// level name
strncpy(cave->name, level->name, sizeof(GdString));
cave->name[sizeof(GdString) - 1] = '\0';
level->bd_acid_spread_rate = cave->acid_spread_ratio / 10000;
level->bd_acid_turns_to_element = map_element_BD_to_RND(cave->acid_turns_to);
+ level->bd_biter_move_delay = cave->biter_delay_frame;
+ level->bd_biter_eats_element = map_element_BD_to_RND(cave->biter_eat);
+
+ level->bd_bladder_converts_by_element = map_element_BD_to_RND(cave->bladder_converts_by);
+
// level name
char *cave_name = getStringPrint("%s / %d", cave->name, bd_level_nr + 1);