int belt_dir_nr[4];
int switchgate_pos;
int wind_direction;
+
boolean explosions_delayed;
boolean envelope_active;
boolean no_time_limit; // (variable only in very special case)
+ int score;
+ int score_final;
+
+ int health;
+ int health_final;
+
int gems_still_needed;
int sokoban_fields_still_needed;
int sokoban_objects_still_needed;
int players_still_needed;
int friends_still_needed;
+ int robot_wheel_x, robot_wheel_y;
+ int exit_x, exit_y;
+
+ boolean all_players_gone;
+
// values for the new EMC elements
int lenses_time_left;
int magnify_time_left;
// values for game engine snapshot control
struct GameSnapshotInfo snapshot;
- // values for handling states for solved level
+ // values for handling states for solved level and game over
boolean LevelSolved;
+ boolean GamePlayed;
+ boolean GameOver;
boolean LevelSolved_GameWon;
boolean LevelSolved_GameEnd;
boolean killed; // player maybe present/active, but killed
boolean reanimated; // player maybe killed, but reanimated
+ boolean buried; // player finally killed and removed
int index_nr; // player number (0 to 3)
int index_bit; // player number bit (1 << 0 to 1 << 3)
boolean gravity;
- boolean GameOver;
-
int last_move_dir;
boolean is_active;
int step_counter;
- int score;
- int score_final;
-
- int health;
- int health_final;
-
int key[MAX_NUM_KEYS];
int num_white_keys;
int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;