/* (not included here due to collisions with Emerald Mine engine definitions) */
/* #include "main.h" */
-#define MAX_INVENTORY_SIZE 1000
+#define MAX_INVENTORY_SIZE 1000
-#define STD_NUM_KEYS 4
-#define MAX_NUM_KEYS 8
+#define STD_NUM_KEYS 4
+#define MAX_NUM_KEYS 8
-#define NUM_BELTS 4
-#define NUM_BELT_PARTS 3
+#define NUM_BELTS 4
+#define NUM_BELT_PARTS 3
+
+#define NUM_PANEL_INVENTORY 8
+#define NUM_PANEL_GRAPHICS 8
+#define NUM_PANEL_ELEMENTS 8
+#define NUM_PANEL_CE_SCORE 8
+
+#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 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 NUM_PANEL_INVENTORY 8
-#define NUM_PANEL_GRAPHICS 8
-#define NUM_PANEL_ELEMENTS 8
-#define NUM_PANEL_CE_SCORE 8
struct GamePanelInfo
{
struct XY sound_simple;
};
+struct GameSnapshotInfo
+{
+ int mode;
+
+ byte last_action[MAX_PLAYERS];
+ boolean changed_action;
+};
+
struct GameInfo
{
/* values for control panel */
/* values for random number generator initialization after snapshot */
unsigned int num_random_calls;
+
+ /* values for game engine snapshot control */
+ struct GameSnapshotInfo snapshot;
};
struct PlayerInfo
void GameActions(void);
void GameActions_EM_Main();
void GameActions_SP_Main();
+void GameActions_RND_Main();
void GameActions_RND();
void ScrollLevel(int, int);
void FreeEngineSnapshotList();
void LoadEngineSnapshotSingle();
void SaveEngineSnapshotSingle();
-void SaveEngineSnapshotToList();
-boolean CheckEngineSnapshot();
+boolean SaveEngineSnapshotToList();
+void SaveEngineSnapshotToListInitial();
+boolean CheckEngineSnapshotSingle();
+boolean CheckEngineSnapshotList();
void CreateGameButtons();
void FreeGameButtons();
-void MapStopPlayButtons();
void MapUndoRedoButtons();
+void UnmapUndoRedoButtons();
void MapGameButtons();
void UnmapGameButtons();
void RedrawGameButtons();