- 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 */
- boolean use_time_orb_bug; /* for compatibility with old levels */
- boolean instant_relocation; /* no visual delay when relocating player */
- boolean shifted_relocation; /* no level centering when relocating player */
- boolean lazy_relocation; /* only redraw off-screen player relocation */
- boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
- boolean grow_into_diggable; /* amoeba can grow into anything diggable */
- boolean auto_exit_sokoban; /* automatically finish solved Sokoban levels */
-
- boolean continuous_snapping; /* repeated snapping without releasing key */
- boolean block_snap_field; /* snapping blocks field to show animation */
- boolean block_last_field; /* player blocks previous field while moving */
- boolean sp_block_last_field; /* player blocks previous field while moving */
-
- /* values for MM/DF elements */
+ 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
+ boolean use_time_orb_bug; // for compatibility with old levels
+ boolean use_life_bugs; // for compatibility with old levels
+ boolean instant_relocation; // no visual delay when relocating player
+ boolean shifted_relocation; // no level centering when relocating player
+ boolean lazy_relocation; // only redraw off-screen player relocation
+ boolean can_pass_to_walkable; // player can pass to empty or walkable tile
+ boolean grow_into_diggable; // amoeba can grow into anything diggable
+ boolean sb_fields_needed; // all Sokoban fields must be solved
+ boolean sb_objects_needed; // all Sokoban objects must be solved
+ boolean auto_exit_sokoban; // automatically finish solved Sokoban levels
+ boolean solved_by_one_player; // level is solved if one player enters exit
+
+ boolean continuous_snapping; // repeated snapping without releasing key
+ boolean block_snap_field; // snapping blocks field to show animation
+ boolean block_last_field; // player blocks previous field while moving
+ boolean sp_block_last_field; // player blocks previous field while moving
+
+ // values for MM/DF elements