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added support for dynamic window and playfield size
[rocksndiamonds.git]
/
src
/
game.h
diff --git
a/src/game.h
b/src/game.h
index a0ffe85a31b15e7dff94dee66e4c7ef24844c3b9..00131fb98a2babd7147389b47312daa93091c0c9 100644
(file)
--- a/
src/game.h
+++ b/
src/game.h
@@
-186,10
+186,17
@@
struct GameInfo
int belt_dir_nr[4];
int switchgate_pos;
int wind_direction;
int belt_dir_nr[4];
int switchgate_pos;
int wind_direction;
+
boolean explosions_delayed;
boolean envelope_active;
boolean no_time_limit; // (variable only in very special case)
boolean explosions_delayed;
boolean envelope_active;
boolean no_time_limit; // (variable only in very special case)
+ int score;
+ int score_final;
+
+ int health;
+ int health_final;
+
int gems_still_needed;
int sokoban_fields_still_needed;
int sokoban_objects_still_needed;
int gems_still_needed;
int sokoban_fields_still_needed;
int sokoban_objects_still_needed;
@@
-197,6
+204,11
@@
struct GameInfo
int players_still_needed;
int friends_still_needed;
int players_still_needed;
int friends_still_needed;
+ int robot_wheel_x, robot_wheel_y;
+ int exit_x, exit_y;
+
+ boolean all_players_gone;
+
// values for the new EMC elements
int lenses_time_left;
int magnify_time_left;
// values for the new EMC elements
int lenses_time_left;
int magnify_time_left;
@@
-229,8
+241,10
@@
struct GameInfo
// values for game engine snapshot control
struct GameSnapshotInfo snapshot;
// values for game engine snapshot control
struct GameSnapshotInfo snapshot;
- // values for handling states for solved level
+ // values for handling states for solved level
and game over
boolean LevelSolved;
boolean LevelSolved;
+ boolean GamePlayed;
+ boolean GameOver;
boolean LevelSolved_GameWon;
boolean LevelSolved_GameEnd;
boolean LevelSolved_GameWon;
boolean LevelSolved_GameEnd;
@@
-253,6
+267,7
@@
struct PlayerInfo
boolean killed; // player maybe present/active, but killed
boolean reanimated; // player maybe killed, but reanimated
boolean killed; // player maybe present/active, but killed
boolean reanimated; // player maybe killed, but reanimated
+ boolean buried; // player finally killed and removed
int index_nr; // player number (0 to 3)
int index_bit; // player number bit (1 << 0 to 1 << 3)
int index_nr; // player number (0 to 3)
int index_bit; // player number bit (1 << 0 to 1 << 3)
@@
-287,8
+302,6
@@
struct PlayerInfo
boolean gravity;
boolean gravity;
- boolean GameOver;
-
int last_move_dir;
boolean is_active;
int last_move_dir;
boolean is_active;
@@
-350,12
+363,6
@@
struct PlayerInfo
int step_counter;
int step_counter;
- int score;
- int score_final;
-
- int health;
- int health_final;
-
int key[MAX_NUM_KEYS];
int num_white_keys;
int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
int key[MAX_NUM_KEYS];
int num_white_keys;
int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;