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_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 bd_gravity_affects_all; // BD engine gravity affects all falling objects
+ int bd_rock_turns_to_on_falling; // BD rock changes to specified element when falling
+ int bd_rock_turns_to_on_impact; // BD rock changes to specified element on impact
+ int bd_diamond_turns_to_on_falling; // BD diamond changes to specified element when falling
+ int bd_diamond_turns_to_on_impact; // BD diamond changes to specified element on impact
boolean em_slippery_gems; // EM style "gems slip from wall" behaviour
boolean em_explodes_by_fire; // EM style chain explosion behaviour