(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_SOKOBAN_OBJECT_OR_FIELD(e) ((e) == EL_SOKOBAN_OBJECT || \
(e) == EL_SOKOBAN_FIELD_EMPTY || \
(e) == EL_SOKOBAN_FIELD_FULL)
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 em_slippery_gems; // EM style "gems slip from wall" behaviour
boolean em_explodes_by_fire; // EM style chain explosion behaviour