#define STR_SNAPSHOT_MODE_EVERY_COLLECT "every_collect"
#define STR_SNAPSHOT_MODE_DEFAULT STR_SNAPSHOT_MODE_OFF
+#define STR_SCORES_TYPE_LOCAL_ONLY "local_scores_only"
+#define STR_SCORES_TYPE_SERVER_ONLY "server_scores_only"
+#define STR_SCORES_TYPE_LOCAL_AND_SERVER "local_and_server_scores"
+#define STR_SCORES_TYPE_DEFAULT STR_SCORES_TYPE_LOCAL_AND_SERVER
+
#define SNAPSHOT_MODE_OFF 0
#define SNAPSHOT_MODE_EVERY_STEP 1
#define SNAPSHOT_MODE_EVERY_MOVE 2
boolean use_native_sp_graphics_engine;
boolean use_masked_pushing;
boolean use_masked_elements;
+ boolean use_masked_elements_initial;
int forced_scroll_delay_value;
int scroll_delay_value;
int tile_size;
boolean envelope_active;
boolean no_time_limit; // (variable only in very special case)
+ int time_final; // time (in seconds) or steps left or played
+ int score_time_final; // time (in frames) or steps played
+
int score;
int score_final;
void GameWon(void);
void GameEnd(void);
+void MergeServerScore(void);
+
void InitPlayerGfxAnimation(struct PlayerInfo *, int, int);
void Moving2Blocked(int, int, int *, int *);
void Blocked2Moving(int, int, int *, int *);
void CreateGameButtons(void);
void FreeGameButtons(void);
+void MapLoadSaveButtons(void);
void MapUndoRedoButtons(void);
-void UnmapUndoRedoButtons(void);
void ModifyPauseButtons(void);
void MapGameButtons(void);
void UnmapGameButtons(void);