struct Rect stop;
struct Rect pause;
struct Rect play;
+
struct Rect sound_music;
struct Rect sound_loops;
struct Rect sound_simple;
+
+ struct Rect save;
+ struct Rect load;
};
#else
boolean use_masked_pushing;
int forced_scroll_delay_value;
int scroll_delay_value;
+ int tile_size;
/* values for engine initialization */
int default_push_delay_fixed;
int initial_move_delay_value[MAX_PLAYERS];
int initial_push_delay_value;
+ /* flag for single or multi-player mode (needed for playing tapes) */
+ /* (when playing/recording games, this is identical to "setup.team_mode" */
+ boolean team_mode;
+
/* flags to handle bugs in and changes between different engine versions */
/* (for the latest engine version, these flags should always be "FALSE") */
boolean use_change_when_pushing_bug;
boolean gravity;
boolean explosions_delayed;
boolean envelope_active;
+ boolean no_time_limit; /* (variable only in very special case) */
/* values for the new EMC elements */
int lenses_time_left;
boolean set_centered_player;
/* values for random number generator initialization after snapshot */
- unsigned long num_random_calls;
+ unsigned int num_random_calls;
};
struct PlayerInfo
int push_delay;
int push_delay_value;
- unsigned long actual_frame_counter;
+ unsigned int actual_frame_counter;
int drop_delay;
int drop_pressed_delay;
void Blocked2Moving(int, int, int *, int *);
void DrawDynamite(int, int);
-void StartGameActions(boolean, boolean, long);
+void StartGameActions(boolean, boolean, int);
void GameActions(void);
void GameActions_EM_Main();
void RequestQuitGameExt(boolean, boolean, char *);
void RequestQuitGame(boolean);
-unsigned int InitEngineRandom_RND(long);
+unsigned int InitEngineRandom_RND(int);
unsigned int RND(int);
void FreeEngineSnapshot();
void CreateGameButtons();
void FreeGameButtons();
+void MapGameButtons();
void UnmapGameButtons();
void RedrawGameButtons();