boolean use_masked_pushing;
boolean use_masked_elements;
boolean use_masked_elements_initial;
+ int forced_scroll_x;
+ int forced_scroll_y;
int forced_scroll_delay_value;
int scroll_delay_value;
int tile_size;
boolean explosions_delayed;
boolean envelope_active;
- boolean no_time_limit; // (variable only in very special case)
+ boolean no_level_time_limit; // (variable only in very special case)
+ boolean time_limit; // forced by levelset config or setup option
int time_final; // time (in seconds) or steps left or played
int score_time_final; // time (in frames) or steps played
// values for special game initialization control
boolean restart_level;
- // trigger message to ask for restarting the game
- char *restart_game_message;
-
// values for special request dialog control
boolean request_active;
boolean request_active_or_moving;
int push_delay;
int push_delay_value;
- unsigned int actual_frame_counter;
+ DelayCounter actual_frame_counter;
int drop_delay;
int drop_pressed_delay;
void MergeServerScore(void);
void InitPlayerGfxAnimation(struct PlayerInfo *, int, int);
+
void Moving2Blocked(int, int, int *, int *);
void Blocked2Moving(int, int, int *, int *);
+
void DrawDynamite(int, int);
void StartGameActions(boolean, boolean, int);
void RequestQuitGameExt(boolean, boolean, char *);
void RequestQuitGame(boolean);
-void RequestRestartGame(char *);
-void CheckGameOver(void);
+boolean CheckRestartGame(void);
boolean checkGameSolved(void);
boolean checkGameFailed(void);
boolean checkGameEnded(void);