/* ... 8 frames of cover animation */
#define GAME_INT_COVER_ALL 108
-typedef enum _gd_gametype
-{
- GD_GAMETYPE_NORMAL,
- GD_GAMETYPE_SNAPSHOT,
- GD_GAMETYPE_TEST,
- GD_GAMETYPE_REPLAY,
- GD_GAMETYPE_CONTINUE_REPLAY,
-} GdGameType;
typedef struct _gd_game
{
boolean player_move_stick;
boolean player_fire;
- GdGameType type;
-
GdCave *cave; /* Copy of the cave. This is the iterated, changed (ruined...) one */
GdCave *original_cave; /* original cave from caveset. used to record highscore */
- GdReplay *replay_record;
- GdReplay *replay_from;
-
- GList *replays_recorded;
-
boolean out_of_window; /* will be set to true, if player is not visible in the window, and we have to wait for scrolling */
int cave_num; /* actual playing cave number */
GdGame *gd_game_new(const int cave, const int level);
GdGame *gd_game_new_snapshot(GdCave *snapshot);
GdGame *gd_game_new_test(GdCave *cave, int level);
-GdGame *gd_game_new_replay(GdCave *cave, GdReplay *replay);
void play_game_func(GdGame *game, int action);