added support for gravity settings in BD engine to level editor
[rocksndiamonds.git] / src / main.h
index 65ee52c691956a94999fd671a8af6986af8769f6..57ce9d12dfcf7b2048be39dc2786d9346a963ddd 100644 (file)
                                         (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)
+
+#define IS_BD_EXPANDABLE_STEELWALL(e)  ((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 ||    \
+                                        (e) == EL_BD_CONVEYOR_DIR_SWITCH_ACTIVE)
+
 #define IS_SOKOBAN_OBJECT_OR_FIELD(e)  ((e) == EL_SOKOBAN_OBJECT ||            \
                                         (e) == EL_SOKOBAN_FIELD_EMPTY ||       \
                                         (e) == EL_SOKOBAN_FIELD_FULL)
 #define EL_MM_END_3                            EL_DF_SLOPE_END
 #define EL_DF_END_2                            EL_DF_SLOPE_END
 
-// BD style elements
+// BD style elements (normal)
 #define EL_BD_EMPTY_SPACE                      1253
 #define EL_BD_EMPTY                            EL_BD_EMPTY_SPACE
 #define EL_BD_SAND                             1254
 #define EL_BD_EXPANDABLE_STEELWALL_HORIZONTAL  1284
 #define EL_BD_EXPANDABLE_STEELWALL_VERTICAL    1285
 #define EL_BD_EXPANDABLE_STEELWALL_ANY         1286
-#define EL_BD_EXPANDABLE_WALL_SWITCH_HORIZONTAL        1287
-#define EL_BD_EXPANDABLE_WALL_SWITCH_VERTICAL  1288
+#define EL_BD_EXPANDABLE_WALL_SWITCH           1287
+#define EL_BD_EXPANDABLE_WALL_SWITCH_ACTIVE    1288
 #define EL_BD_INBOX                            1289
 #define EL_BD_EXIT_CLOSED                      1290
 #define EL_BD_EXIT_OPEN                                1291
 #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              1321
+#define EL_BD_CONVEYOR_DIR_SWITCH_ACTIVE       1322
 #define EL_BD_GRAVITY_SWITCH                   1323
 #define EL_BD_GRAVITY_SWITCH_ACTIVE            1324
 #define EL_BD_ACID                             1325
 #define EL_BD_FAKE_BONUS                       1384
 #define EL_BD_COVERED                          1385
 
-#define NUM_FILE_ELEMENTS                      1386
+// BD style elements ("effects"; mostly runtime elements, but can also be stored in level file)
+#define EL_BD_SAND_BALL_FALLING                        1386
+#define EL_BD_SAND_LOOSE_FALLING               1387
+#define EL_BD_ROCK_FALLING                     1388
+#define EL_BD_FLYING_ROCK_FLYING               1389
+#define EL_BD_MEGA_ROCK_FALLING                        1390
+#define EL_BD_DIAMOND_FALLING                  1391
+#define EL_BD_FLYING_DIAMOND_FLYING            1392
+#define EL_BD_NUT_FALLING                      1393
+#define EL_BD_FALLING_WALL_FALLING             1394
+#define EL_BD_NITRO_PACK_FALLING               1395
+#define EL_BD_WATER_1                          1396
+#define EL_BD_WATER_2                          1397
+#define EL_BD_WATER_3                          1398
+#define EL_BD_WATER_4                          1399
+#define EL_BD_WATER_5                          1400
+#define EL_BD_WATER_6                          1401
+#define EL_BD_WATER_7                          1402
+#define EL_BD_WATER_8                          1403
+#define EL_BD_WATER_9                          1404
+#define EL_BD_WATER_10                         1405
+#define EL_BD_WATER_11                         1406
+#define EL_BD_WATER_12                         1407
+#define EL_BD_WATER_13                         1408
+#define EL_BD_WATER_14                         1409
+#define EL_BD_WATER_15                         1410
+#define EL_BD_WATER_16                         1411
+#define EL_BD_COW_ENCLOSED_1                   1412
+#define EL_BD_COW_ENCLOSED_2                   1413
+#define EL_BD_COW_ENCLOSED_3                   1414
+#define EL_BD_COW_ENCLOSED_4                   1415
+#define EL_BD_COW_ENCLOSED_5                   1416
+#define EL_BD_COW_ENCLOSED_6                   1417
+#define EL_BD_COW_ENCLOSED_7                   1418
+#define EL_BD_BLADDER_1                                1419
+#define EL_BD_BLADDER_2                                1420
+#define EL_BD_BLADDER_3                                1421
+#define EL_BD_BLADDER_4                                1422
+#define EL_BD_BLADDER_5                                1423
+#define EL_BD_BLADDER_6                                1424
+#define EL_BD_BLADDER_7                                1425
+#define EL_BD_BLADDER_8                                1426
+#define EL_BD_PLAYER_GROWING_1                 1427
+#define EL_BD_PLAYER_GROWING_2                 1428
+#define EL_BD_PLAYER_GROWING_3                 1429
+#define EL_BD_BOMB_TICKING_1                   1430
+#define EL_BD_BOMB_TICKING_2                   1431
+#define EL_BD_BOMB_TICKING_3                   1432
+#define EL_BD_BOMB_TICKING_4                   1433
+#define EL_BD_BOMB_TICKING_5                   1434
+#define EL_BD_BOMB_TICKING_6                   1435
+#define EL_BD_BOMB_TICKING_7                   1436
+#define EL_BD_CLOCK_GROWING_1                  1437
+#define EL_BD_CLOCK_GROWING_2                  1438
+#define EL_BD_CLOCK_GROWING_3                  1439
+#define EL_BD_CLOCK_GROWING_4                  1440
+#define EL_BD_DIAMOND_GROWING_1                        1441
+#define EL_BD_DIAMOND_GROWING_2                        1442
+#define EL_BD_DIAMOND_GROWING_3                        1443
+#define EL_BD_DIAMOND_GROWING_4                        1444
+#define EL_BD_DIAMOND_GROWING_5                        1445
+#define EL_BD_EXPLODING_1                      1446
+#define EL_BD_EXPLODING_2                      1447
+#define EL_BD_EXPLODING_3                      1448
+#define EL_BD_EXPLODING_4                      1449
+#define EL_BD_EXPLODING_5                      1450
+#define EL_BD_ROCK_GROWING_1                   1451
+#define EL_BD_ROCK_GROWING_2                   1452
+#define EL_BD_ROCK_GROWING_3                   1453
+#define EL_BD_ROCK_GROWING_4                   1454
+#define EL_BD_STEELWALL_GROWING_1              1455
+#define EL_BD_STEELWALL_GROWING_2              1456
+#define EL_BD_STEELWALL_GROWING_3              1457
+#define EL_BD_STEELWALL_GROWING_4              1458
+#define EL_BD_GHOST_EXPLODING_1                        1459
+#define EL_BD_GHOST_EXPLODING_2                        1460
+#define EL_BD_GHOST_EXPLODING_3                        1461
+#define EL_BD_GHOST_EXPLODING_4                        1462
+#define EL_BD_BOMB_EXPLODING_1                 1463
+#define EL_BD_BOMB_EXPLODING_2                 1464
+#define EL_BD_BOMB_EXPLODING_3                 1465
+#define EL_BD_BOMB_EXPLODING_4                 1466
+#define EL_BD_NITRO_PACK_EXPLODING             1467
+#define EL_BD_NITRO_PACK_EXPLODING_1           1468
+#define EL_BD_NITRO_PACK_EXPLODING_2           1469
+#define EL_BD_NITRO_PACK_EXPLODING_3           1470
+#define EL_BD_NITRO_PACK_EXPLODING_4           1471
+#define EL_BD_AMOEBA_2_EXPLODING_1             1472
+#define EL_BD_AMOEBA_2_EXPLODING_2             1473
+#define EL_BD_AMOEBA_2_EXPLODING_3             1474
+#define EL_BD_AMOEBA_2_EXPLODING_4             1475
+#define EL_BD_NUT_BREAKING_1                   1476
+#define EL_BD_NUT_BREAKING_2                   1477
+#define EL_BD_NUT_BREAKING_3                   1478
+#define EL_BD_NUT_BREAKING_4                   1479
+
+#define NUM_FILE_ELEMENTS                      1480
 
 
 // "real" (and therefore drawable) runtime elements
 #define EL_INTERNAL_CASCADE_BD_ACTIVE          (EL_FIRST_INTERNAL + 5)
 #define EL_INTERNAL_CASCADE_BD_NATIVE          (EL_FIRST_INTERNAL + 6)
 #define EL_INTERNAL_CASCADE_BD_NATIVE_ACTIVE   (EL_FIRST_INTERNAL + 7)
-#define EL_INTERNAL_CASCADE_EM                 (EL_FIRST_INTERNAL + 8)
-#define EL_INTERNAL_CASCADE_EM_ACTIVE          (EL_FIRST_INTERNAL + 9)
-#define EL_INTERNAL_CASCADE_EMC                        (EL_FIRST_INTERNAL + 10)
-#define EL_INTERNAL_CASCADE_EMC_ACTIVE         (EL_FIRST_INTERNAL + 11)
-#define EL_INTERNAL_CASCADE_RND                        (EL_FIRST_INTERNAL + 12)
-#define EL_INTERNAL_CASCADE_RND_ACTIVE         (EL_FIRST_INTERNAL + 13)
-#define EL_INTERNAL_CASCADE_SB                 (EL_FIRST_INTERNAL + 14)
-#define EL_INTERNAL_CASCADE_SB_ACTIVE          (EL_FIRST_INTERNAL + 15)
-#define EL_INTERNAL_CASCADE_SP                 (EL_FIRST_INTERNAL + 16)
-#define EL_INTERNAL_CASCADE_SP_ACTIVE          (EL_FIRST_INTERNAL + 17)
-#define EL_INTERNAL_CASCADE_DC                 (EL_FIRST_INTERNAL + 18)
-#define EL_INTERNAL_CASCADE_DC_ACTIVE          (EL_FIRST_INTERNAL + 19)
-#define EL_INTERNAL_CASCADE_DX                 (EL_FIRST_INTERNAL + 20)
-#define EL_INTERNAL_CASCADE_DX_ACTIVE          (EL_FIRST_INTERNAL + 21)
-#define EL_INTERNAL_CASCADE_MM                 (EL_FIRST_INTERNAL + 22)
-#define EL_INTERNAL_CASCADE_MM_ACTIVE          (EL_FIRST_INTERNAL + 23)
-#define EL_INTERNAL_CASCADE_DF                 (EL_FIRST_INTERNAL + 24)
-#define EL_INTERNAL_CASCADE_DF_ACTIVE          (EL_FIRST_INTERNAL + 25)
-#define EL_INTERNAL_CASCADE_CHARS              (EL_FIRST_INTERNAL + 26)
-#define EL_INTERNAL_CASCADE_CHARS_ACTIVE       (EL_FIRST_INTERNAL + 27)
-#define EL_INTERNAL_CASCADE_STEEL_CHARS                (EL_FIRST_INTERNAL + 28)
-#define EL_INTERNAL_CASCADE_STEEL_CHARS_ACTIVE (EL_FIRST_INTERNAL + 29)
-#define EL_INTERNAL_CASCADE_CE                 (EL_FIRST_INTERNAL + 30)
-#define EL_INTERNAL_CASCADE_CE_ACTIVE          (EL_FIRST_INTERNAL + 31)
-#define EL_INTERNAL_CASCADE_GE                 (EL_FIRST_INTERNAL + 32)
-#define EL_INTERNAL_CASCADE_GE_ACTIVE          (EL_FIRST_INTERNAL + 33)
-#define EL_INTERNAL_CASCADE_ES                 (EL_FIRST_INTERNAL + 34)
-#define EL_INTERNAL_CASCADE_ES_ACTIVE          (EL_FIRST_INTERNAL + 35)
-#define EL_INTERNAL_CASCADE_REF                        (EL_FIRST_INTERNAL + 36)
-#define EL_INTERNAL_CASCADE_REF_ACTIVE         (EL_FIRST_INTERNAL + 37)
-#define EL_INTERNAL_CASCADE_USER               (EL_FIRST_INTERNAL + 38)
-#define EL_INTERNAL_CASCADE_USER_ACTIVE                (EL_FIRST_INTERNAL + 39)
-#define EL_INTERNAL_CASCADE_DYNAMIC            (EL_FIRST_INTERNAL + 40)
-#define EL_INTERNAL_CASCADE_DYNAMIC_ACTIVE     (EL_FIRST_INTERNAL + 41)
+#define EL_INTERNAL_CASCADE_BD_EFFECTS         (EL_FIRST_INTERNAL + 8)
+#define EL_INTERNAL_CASCADE_BD_EFFECTS_ACTIVE  (EL_FIRST_INTERNAL + 9)
+#define EL_INTERNAL_CASCADE_EM                 (EL_FIRST_INTERNAL + 10)
+#define EL_INTERNAL_CASCADE_EM_ACTIVE          (EL_FIRST_INTERNAL + 11)
+#define EL_INTERNAL_CASCADE_EMC                        (EL_FIRST_INTERNAL + 12)
+#define EL_INTERNAL_CASCADE_EMC_ACTIVE         (EL_FIRST_INTERNAL + 13)
+#define EL_INTERNAL_CASCADE_RND                        (EL_FIRST_INTERNAL + 14)
+#define EL_INTERNAL_CASCADE_RND_ACTIVE         (EL_FIRST_INTERNAL + 15)
+#define EL_INTERNAL_CASCADE_SB                 (EL_FIRST_INTERNAL + 16)
+#define EL_INTERNAL_CASCADE_SB_ACTIVE          (EL_FIRST_INTERNAL + 17)
+#define EL_INTERNAL_CASCADE_SP                 (EL_FIRST_INTERNAL + 18)
+#define EL_INTERNAL_CASCADE_SP_ACTIVE          (EL_FIRST_INTERNAL + 19)
+#define EL_INTERNAL_CASCADE_DC                 (EL_FIRST_INTERNAL + 20)
+#define EL_INTERNAL_CASCADE_DC_ACTIVE          (EL_FIRST_INTERNAL + 21)
+#define EL_INTERNAL_CASCADE_DX                 (EL_FIRST_INTERNAL + 22)
+#define EL_INTERNAL_CASCADE_DX_ACTIVE          (EL_FIRST_INTERNAL + 23)
+#define EL_INTERNAL_CASCADE_MM                 (EL_FIRST_INTERNAL + 24)
+#define EL_INTERNAL_CASCADE_MM_ACTIVE          (EL_FIRST_INTERNAL + 25)
+#define EL_INTERNAL_CASCADE_DF                 (EL_FIRST_INTERNAL + 26)
+#define EL_INTERNAL_CASCADE_DF_ACTIVE          (EL_FIRST_INTERNAL + 27)
+#define EL_INTERNAL_CASCADE_CHARS              (EL_FIRST_INTERNAL + 28)
+#define EL_INTERNAL_CASCADE_CHARS_ACTIVE       (EL_FIRST_INTERNAL + 29)
+#define EL_INTERNAL_CASCADE_STEEL_CHARS                (EL_FIRST_INTERNAL + 30)
+#define EL_INTERNAL_CASCADE_STEEL_CHARS_ACTIVE (EL_FIRST_INTERNAL + 31)
+#define EL_INTERNAL_CASCADE_CE                 (EL_FIRST_INTERNAL + 32)
+#define EL_INTERNAL_CASCADE_CE_ACTIVE          (EL_FIRST_INTERNAL + 33)
+#define EL_INTERNAL_CASCADE_GE                 (EL_FIRST_INTERNAL + 34)
+#define EL_INTERNAL_CASCADE_GE_ACTIVE          (EL_FIRST_INTERNAL + 35)
+#define EL_INTERNAL_CASCADE_ES                 (EL_FIRST_INTERNAL + 36)
+#define EL_INTERNAL_CASCADE_ES_ACTIVE          (EL_FIRST_INTERNAL + 37)
+#define EL_INTERNAL_CASCADE_REF                        (EL_FIRST_INTERNAL + 38)
+#define EL_INTERNAL_CASCADE_REF_ACTIVE         (EL_FIRST_INTERNAL + 39)
+#define EL_INTERNAL_CASCADE_USER               (EL_FIRST_INTERNAL + 40)
+#define EL_INTERNAL_CASCADE_USER_ACTIVE                (EL_FIRST_INTERNAL + 41)
+#define EL_INTERNAL_CASCADE_DYNAMIC            (EL_FIRST_INTERNAL + 42)
+#define EL_INTERNAL_CASCADE_DYNAMIC_ACTIVE     (EL_FIRST_INTERNAL + 43)
 
 #define EL_INTERNAL_CLIPBOARD_START            (EL_FIRST_INTERNAL + 0)
 #define EL_INTERNAL_CLIPBOARD_END              (EL_FIRST_INTERNAL + 2)
 #define EL_INTERNAL_START                      (EL_FIRST_INTERNAL + 0)
-#define EL_INTERNAL_END                                (EL_FIRST_INTERNAL + 41)
+#define EL_INTERNAL_END                                (EL_FIRST_INTERNAL + 43)
 
-#define MAX_NUM_ELEMENTS                       (EL_FIRST_INTERNAL + 42)
+#define MAX_NUM_ELEMENTS                       (EL_FIRST_INTERNAL + 44)
 
 
 // values for graphics/sounds action types
@@ -2418,6 +2540,7 @@ enum
   ACTION_TWINKLING,
   ACTION_SPLASHING,
   ACTION_HITTING,
+  ACTION_FLYING,
   ACTION_PAGE_1,
   ACTION_PAGE_2,
   ACTION_PAGE_3,
@@ -3487,9 +3610,87 @@ struct LevelInfo
   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_wraparound_objects;       // BD cave object rendering uses 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 can stop amoeba and turn to diamonds
+  int bd_magic_wall_diamond_to;                // BD magic wall turns diamonds to specified element
+  int bd_magic_wall_rock_to;           // BD magic wall turns rocks to specified element
+  int bd_magic_wall_mega_rock_to;      // BD magic wall turns mega rocks to specified element
+  int bd_magic_wall_nut_to;            // BD magic wall turns nuts to specified element
+  int bd_magic_wall_nitro_pack_to;     // BD magic wall turns nitro packs to specified element
+  int bd_magic_wall_flying_diamond_to; // BD magic wall turns flying diamonds to specified element
+  int bd_magic_wall_flying_rock_to;    // BD magic wall turns flying rocks to specified element
+  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_slime_eats_element_1;         // BD slime can eat and convert this game element
+  int bd_slime_converts_to_element_1;  // BD slime can convert eaten element to this game element
+  int bd_slime_eats_element_2;         // BD slime can eat and convert this game element
+  int bd_slime_converts_to_element_2;  // BD slime can convert eaten element to this game element
+  int bd_slime_eats_element_3;         // BD slime can eat and convert this game element
+  int bd_slime_converts_to_element_3;  // BD slime can convert eaten element to this game element
+  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
+  int bd_nut_content;                  // BD nut contains the specified game element
+  int bd_hammer_walls_break_delay;     // BD hammer time for breaking walls (in BD frames)
+  boolean bd_hammer_walls_reappear;    // BD hammered walls are reappearing after some delay
+  int bd_hammer_walls_reappear_delay;  // BD hammer time for reappearing walls (in BD frames)
+  int bd_num_skeletons_needed_for_pot; // BD skeletons amount must be collected to use a pot
+  int bd_skeleton_worth_num_diamonds;  // BD skeleton collected is worth this number of diamonds
+  int bd_expanding_wall_looks_like;    // BD expanding wall looks like this other game element
+  int bd_sand_looks_like;              // BD sand looks like this other game element
+  boolean bd_creatures_start_backwards;        // BD creatures start moving in opposite direction
+  boolean bd_creatures_turn_on_hatching;// BD creatures change direction after hatching
+  int bd_creatures_auto_turn_delay;    // BD creatures change direction after delay (in seconds)
+  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 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