boolean game_over;
boolean cover_screen;
+ boolean player_moving;
+ boolean player_snapping;
+
// needed for updating panel
int time_left;
int gems_still_needed;
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_from[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
+ int dir_buffer_to[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];
};
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