added snapshot support for BD engine
[rocksndiamonds.git] / src / game_bd / export_bd.h
index f14d8f843613e35d7ec16ad6337a97e35dd1b22f..35f2e687fc2fa57daa740b7a5bf56c33437dca1e 100644 (file)
@@ -44,9 +44,12 @@ struct GameInfo_BD
   boolean cover_screen;
 
   // needed for updating panel
-  int time_played;
+  int time_left;
   int gems_still_needed;
   int score;
+
+  // needed for saving score time
+  int frames_played;
 };
 
 struct LevelInfo_BD
@@ -65,10 +68,26 @@ struct GraphicInfo_BD
   Bitmap *bitmap;
   int src_x, src_y;
   int width, height;
+
+  int graphic;
+  int frame;
 };
 
 struct EngineSnapshotInfo_BD
 {
+  GdGame game;
+
+  // data from pointers in game structure
+  int element_buffer[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
+  int last_element_buffer[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
+  int dir_buffer[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
+  int gfx_buffer[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
+
+  GdCave cave;
+
+  // data from pointers in cave structure
+  short map[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
+  short hammered_reappear[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
 };
 
 
@@ -93,6 +112,7 @@ boolean checkGamePlaying_BD(void);
 boolean checkBonusTime_BD(void);
 int getFramesPerSecond_BD(void);
 int getTimeLeft_BD(void);
+void SetTimeFrames_BD(int);
 
 void InitGfxBuffers_BD(void);
 
@@ -100,6 +120,7 @@ void setLevelInfoToDefaults_BD_Ext(int, int);
 void setLevelInfoToDefaults_BD(void);
 boolean LoadNativeLevel_BD(char *, int, boolean);
 boolean SaveNativeLevel_BD(char *);
+void DumpLevelset_BD(void);
 
 void PreparePreviewTileBitmap_BD(Bitmap *, int);
 void SetPreviewTileBitmapReference_BD(Bitmap *);
@@ -109,10 +130,21 @@ unsigned int InitEngineRandom_BD(int);
 void InitGameEngine_BD(void);
 void GameActions_BD(byte[MAX_PLAYERS]);
 
-Bitmap *GetTitleScreen_BD(void);
+boolean use_native_bd_graphics_engine(void);
+boolean use_bd_smooth_movements(void);
+boolean use_bd_pushing_graphics(void);
+boolean use_bd_up_down_graphics(void);
+boolean use_bd_falling_sounds(void);
+
+boolean hasColorTemplate_BD(void);
+
+Bitmap **GetTitleScreenBitmaps_BD(void);
 void CoverScreen_BD(void);
 
 void BlitScreenToBitmap_BD(Bitmap *);
 void RedrawPlayfield_BD(boolean);
 
+void SaveEngineSnapshotValues_BD(void);
+void LoadEngineSnapshotValues_BD(void);
+
 #endif // EXPORT_BD_H