added support for short explosions in BD engine to level editor
[rocksndiamonds.git] / src / main.h
index 06be311c4782b4558b1870865b4a59652abe5e5d..07eabfb9321728cefff04f136be3729b02b70cfb 100644 (file)
@@ -3480,7 +3480,16 @@ struct LevelInfo
   int initial_inventory_size[MAX_PLAYERS];
   int initial_inventory_content[MAX_PLAYERS][MAX_INITIAL_INVENTORY_SIZE];
 
-  boolean bd_pal_timing;               // BD engine special timing
+  int bd_cycle_delay_ms;               // BD game cycle delay (in milliseconds)
+  int bd_cycle_delay_c64;              // BD game cycle delay (in C64 game units)
+  int bd_hatching_delay_cycles;                // BD hatching delay (in game cycles)
+  int bd_hatching_delay_seconds;       // BD hatching delay (in seconds)
+  int bd_scheduling_type;              // BD engine scheduling type
+  boolean bd_pal_timing;               // BD engine uses special PAL timing
+  boolean bd_line_shifting_borders;    // BD engine uses line-shifting wrap-around
+  boolean bd_wraparound_objects;       // BD cave object rendering uses wrap-around
+  boolean bd_scan_first_and_last_row;  // BD engine scans top and bottom border rows
+  boolean bd_short_explosions;         // BD engine uses four game cycles for explosions
   boolean bd_intermission;             // BD level is intermission
   boolean bd_diagonal_movements;       // BD style diagonal movements
   boolean em_slippery_gems;            // EM style "gems slip from wall" behaviour