added editor settings if Sokoban fields and objects need to be solved
[rocksndiamonds.git] / src / main.h
index d17064c608f7fe8a106f78fd6c1ce347a5c43a49..b645a73c93e77d6575351266ff051b2ef7bd1915 100644 (file)
 #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
@@ -3095,6 +3097,8 @@ struct LevelInfo
   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