// (c) 1995-2014 by Artsoft Entertainment
// Holger Schemel
// info@artsoft.org
-// http://www.artsoft.org/
+// https://www.artsoft.org/
// ----------------------------------------------------------------------------
// game.h
// ============================================================================
struct XY panel_sound_music;
struct XY panel_sound_loops;
struct XY panel_sound_simple;
+
+ struct XY touch_stop;
+ struct XY touch_pause;
};
struct GameSnapshotInfo
boolean max_num_changes_per_frame;
boolean use_reverse_scan_direction;
+ // flags to indicate which game actions are used in this game
+ boolean use_key_actions;
+ boolean use_mouse_actions;
+
// variable within running game
int yamyam_content_nr;
boolean robot_wheel_active;
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;
- boolean ball_state;
+ boolean ball_active;
int ball_content_nr;
// values for player idle animation (no effect on engine)
int centered_player_nr;
int centered_player_nr_next;
boolean set_centered_player;
+ boolean set_centered_player_wrap;
// values for random number generator initialization after snapshot
unsigned int num_random_calls;
// values for handling states for solved level and game over
boolean LevelSolved;
+ boolean GamePlayed;
boolean GameOver;
boolean LevelSolved_GameWon;
int client_nr; // network client identifier
byte action; // action from local input device
- byte mapped_action; // action mapped from device to player
byte effective_action; /* action acknowledged from network server
or summarized over all configured input
devices when in single player mode */
byte programmed_action; /* action forced by game itself (like moving
through doors); overrides other actions */
+ byte snap_action; // action from TAS snap keys
struct MouseActionInfo mouse_action; // (used by MM engine only)
struct MouseActionInfo effective_mouse_action; // (used by MM engine only)
void FreeGameButtons(void);
void MapUndoRedoButtons(void);
void UnmapUndoRedoButtons(void);
+void ModifyPauseButtons(void);
void MapGameButtons(void);
void UnmapGameButtons(void);
void RedrawGameButtons(void);