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added the "return" and "escape" key to be simulated by global animations
[rocksndiamonds.git]
/
src
/
game_sp
/
export.h
diff --git
a/src/game_sp/export.h
b/src/game_sp/export.h
index 42d014206a75c0d43ae58e4060c17a84f536577f..647006866e6fa180911a5734dc00022f08cb2b43 100644
(file)
--- a/
src/game_sp/export.h
+++ b/
src/game_sp/export.h
@@
-27,6
+27,10
@@
#define SP_STD_LEVEL_SIZE (SP_HEADER_SIZE + SP_STD_PLAYFIELD_SIZE)
#define SP_FRAMES_PER_SECOND 35
#define SP_STD_LEVEL_SIZE (SP_HEADER_SIZE + SP_STD_PLAYFIELD_SIZE)
#define SP_FRAMES_PER_SECOND 35
+
+// use a much higher value to be able to load ultra-long MPX demo files
+// (like for level collection 78, level 88 ("WAITING FOR GODOT AGAIN"))
+// #define SP_MAX_TAPE_LEN 500000
#define SP_MAX_TAPE_LEN 64010 /* (see "spfix63.doc") */
#define SP_MAX_TAPE_LEN 64010 /* (see "spfix63.doc") */
@@
-187,13
+191,14
@@
extern void copyInternalEngineVars_SP();
extern boolean LoadNativeLevel_SP(char *, int, boolean);
extern void SaveNativeLevel_SP(char *);
extern boolean LoadNativeLevel_SP(char *, int, boolean);
extern void SaveNativeLevel_SP(char *);
-extern void BackToFront_SP(void);
+extern int getFieldbufferOffsetX_SP();
+extern int getFieldbufferOffsetY_SP();
+
extern void BlitScreenToBitmap_SP(Bitmap *);
extern void RedrawPlayfield_SP(boolean);
extern void BlitScreenToBitmap_SP(Bitmap *);
extern void RedrawPlayfield_SP(boolean);
-extern void DrawGameDoorValues_SP();
extern void LoadEngineSnapshotValues_SP();
extern void LoadEngineSnapshotValues_SP();
-extern void SaveEngineSnapshotValues_SP();
+extern void SaveEngineSnapshotValues_SP(
ListNode **
);
extern int map_key_RND_to_SP(int);
extern int map_key_SP_to_RND(int);
extern int map_key_RND_to_SP(int);
extern int map_key_SP_to_RND(int);