#define STR_SNAPSHOT_MODE_OFF "off"
#define STR_SNAPSHOT_MODE_EVERY_STEP "every_step"
#define STR_SNAPSHOT_MODE_EVERY_MOVE "every_move"
-#define STR_SNAPSHOT_MODE_DEFAULT STR_SNAPSHOT_MODE_EVERY_MOVE
+#define STR_SNAPSHOT_MODE_EVERY_COLLECT "every_collect"
+#define STR_SNAPSHOT_MODE_DEFAULT STR_SNAPSHOT_MODE_OFF
#define SNAPSHOT_MODE_OFF 0
#define SNAPSHOT_MODE_EVERY_STEP 1
#define SNAPSHOT_MODE_EVERY_MOVE 2
-#define SNAPSHOT_MODE_DEFAULT SNAPSHOT_MODE_EVERY_MOVE
+#define SNAPSHOT_MODE_EVERY_COLLECT 3
+#define SNAPSHOT_MODE_DEFAULT SNAPSHOT_MODE_OFF
struct GamePanelInfo
byte last_action[MAX_PLAYERS];
boolean changed_action;
+ boolean collected_item;
+
+ boolean save_snapshot;
};
struct GameInfo
boolean is_bored;
boolean is_sleeping;
+ boolean was_waiting;
+ boolean was_moving;
+ boolean was_snapping;
+ boolean was_dropping;
+
boolean cannot_move;
int frame_counter_bored;
void FreeEngineSnapshotList();
void LoadEngineSnapshotSingle();
void SaveEngineSnapshotSingle();
-boolean SaveEngineSnapshotToList();
+boolean CheckSaveEngineSnapshotToList();
+void SaveEngineSnapshotToList();
void SaveEngineSnapshotToListInitial();
boolean CheckEngineSnapshotSingle();
boolean CheckEngineSnapshotList();