&li.bd_slime_random_seed_c64, -1
},
+ {
+ EL_BD_ACID, -1,
+ TYPE_ELEMENT, CONF_VALUE_16_BIT(1),
+ &li.bd_acid_eats_element, EL_BD_SAND
+ },
+ {
+ EL_BD_ACID, -1,
+ TYPE_INTEGER, CONF_VALUE_8_BIT(1),
+ &li.bd_acid_spread_rate, 3
+ },
+ {
+ EL_BD_ACID, -1,
+ TYPE_ELEMENT, CONF_VALUE_16_BIT(2),
+ &li.bd_acid_turns_to_element, EL_EMPTY
+ },
+
// (the following values are related to various game elements)
{
cave->level_slime_seed_c64[0] = level->bd_slime_random_seed_c64;
cave->level_rand[0] = level->bd_cave_random_seed_c64;
+ cave->acid_eats_this = map_element_RND_to_BD(level->bd_acid_eats_element);
+ 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);
+
// level name
strncpy(cave->name, level->name, sizeof(GdString));
cave->name[sizeof(GdString) - 1] = '\0';
level->bd_slime_random_seed_c64 = cave->level_slime_seed_c64[bd_level_nr];
level->bd_cave_random_seed_c64 = cave->level_rand[bd_level_nr];
+ level->bd_acid_eats_element = map_element_BD_to_RND(cave->acid_eats_this);
+ 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 name
char *cave_name = getStringPrint("%s / %d", cave->name, bd_level_nr + 1);