struct GameInfo_EM
{
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 PLAYER *ply[MAX_PLAYERS];
+
+ /* used for runtime values */
+ struct GameInfo_EM *game_em;
};
struct GraphicInfo_EM
Bitmap *crumbled_bitmap;
int crumbled_src_x, crumbled_src_y;
int crumbled_border_size;
+ int crumbled_tile_size;
boolean has_crumbled_graphics;
boolean preserve_background;
struct EngineSnapshotInfo_EM
{
struct GameInfo_EM game_em;
- unsigned long RandomEM;
+ unsigned int RandomEM;
struct LEVEL lev;
struct PLAYER ply[MAX_PLAYERS];
short Array[4][EM_MAX_CAVE_HEIGHT][EM_MAX_CAVE_WIDTH];
/* ------------------------------------------------------------------------- */
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_player[MAX_PLAYERS][SPR_MAX][8];
extern void InitGameEngine_EM();
extern void GameActions_EM(byte *, boolean);
-extern unsigned int InitEngineRandom_EM(long);
+extern unsigned int InitEngineRandom_EM(int);
extern void setLevelInfoToDefaults_EM();
-extern boolean LoadNativeLevel_EM(char *);
+extern boolean LoadNativeLevel_EM(char *, boolean);
+
+extern int getFieldbufferOffsetX_EM();
+extern int getFieldbufferOffsetY_EM();
extern void BackToFront_EM(void);
extern void BlitScreenToBitmap_EM(Bitmap *);
extern void RedrawPlayfield_EM(boolean);
-extern void DrawGameDoorValues_EM();
extern void LoadEngineSnapshotValues_EM();
extern void SaveEngineSnapshotValues_EM();