// ============================================================================
#include "emerald.h"
+#include "cave.h"
// ----------------------------------------------------------------------------
struct GameInfo_EM
{
+ unsigned int random;
+
boolean level_solved;
boolean game_over;
boolean any_player_moving;
boolean any_player_snapping;
- boolean use_single_button;
- boolean use_snap_key_bug;
-
int last_moving_player;
int last_player_direction[MAX_PLAYERS];
- struct LEVEL *lev;
+ struct LOGIC *lev;
struct PLAYER *ply[MAX_PLAYERS];
+
+ // flags to handle bugs in and changes between different engine versions
+ boolean use_single_button;
+ boolean use_snap_key_bug;
+ boolean use_old_explosions;
};
struct LevelInfo_EM
{
int file_version;
- struct LEVEL *cav;
+ struct CAVE *cav;
};
struct GraphicInfo_EM
struct EngineSnapshotInfo_EM
{
struct GameInfo_EM game_em;
- unsigned int RandomEM;
- struct LEVEL lev;
+ struct LOGIC lev;
struct PLAYER ply[MAX_PLAYERS];
+
+ int frame;
int screen_x;
int screen_y;
- int frame;
};
extern struct GlobalInfo_EM global_em_info;
extern struct GameInfo_EM game_em;
extern struct LevelInfo_EM native_em_level;
-extern struct GraphicInfo_EM graphic_info_em_object[TILE_MAX][8];
+extern struct GraphicInfo_EM graphic_info_em_object[GAME_TILE_MAX][8];
extern struct GraphicInfo_EM graphic_info_em_player[MAX_PLAYERS][PLY_MAX][8];
extern struct EngineSnapshotInfo_EM engine_snapshot_em;
boolean checkIfAllPlayersFitToScreen(void);
+int map_em_element_C_to_X(int);
+int map_em_element_X_to_C(int);
+
#endif // EXPORT_H