#define GFX_SPECIAL_ARG_TOONS 31
#define GFX_SPECIAL_ARG_SCORESOLD 32
#define GFX_SPECIAL_ARG_SCORESNEW 33
-#define GFX_SPECIAL_ARG_FADING 34
-#define GFX_SPECIAL_ARG_QUIT 35
+#define GFX_SPECIAL_ARG_NO_TITLE 34
+#define GFX_SPECIAL_ARG_FADING 35
+#define GFX_SPECIAL_ARG_QUIT 36
-#define NUM_SPECIAL_GFX_ARGS 36
+#define NUM_SPECIAL_GFX_ARGS 37
// these additional definitions are currently only used for draw offsets
#define GFX_SPECIAL_ARG_INFO_MAIN 0
#define GAME_MODE_PSEUDO_TOONS 31
#define GAME_MODE_PSEUDO_SCORESOLD 32
#define GAME_MODE_PSEUDO_SCORESNEW 33
-#define GAME_MODE_PSEUDO_FADING 34
-#define GAME_MODE_QUIT 35
+#define GAME_MODE_PSEUDO_NO_TITLE 34
+#define GAME_MODE_PSEUDO_FADING 35
+#define GAME_MODE_QUIT 36
-#define NUM_GAME_MODES 36
+#define NUM_GAME_MODES 37
// special definitions currently only used for custom artwork configuration
#define MUSIC_PREFIX_BACKGROUND 0
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
extern int SBX_Left, SBX_Right;
extern int SBY_Upper, SBY_Lower;
extern int ZX, ZY;
-extern int ExitX, ExitY;
-extern int AllPlayersGone;
extern int TimeFrames, TimePlayed, TimeLeft, TapeTime;