X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.h;h=e20f50fa6101ce28bff631c2a0016ba5703f3575;hb=6460301d715f72f7247b3070a5d98c0b56cfdb67;hp=195f4202a1dce1a8cb858b142f8f3b2dd15c94eb;hpb=4666f6614557b1a47fda7442da7523519a4a1ac6;p=rocksndiamonds.git diff --git a/src/game.h b/src/game.h index 195f4202..e20f50fa 100644 --- a/src/game.h +++ b/src/game.h @@ -42,6 +42,13 @@ #define SNAPSHOT_MODE_EVERY_COLLECT 3 #define SNAPSHOT_MODE_DEFAULT SNAPSHOT_MODE_OFF +// values for game action events handled by game engine +#define GAME_EVENTS_NONE 0 +#define GAME_EVENTS_KEYS (1 << 0) +#define GAME_EVENTS_MOUSE (1 << 1) + +#define GAME_EVENTS_DEFAULT GAME_EVENTS_KEYS + struct GamePanelInfo { @@ -129,6 +136,9 @@ struct GameButtonInfo struct XY panel_sound_music; struct XY panel_sound_loops; struct XY panel_sound_simple; + + struct XY touch_stop; + struct XY touch_pause; }; struct GameSnapshotInfo @@ -175,6 +185,9 @@ struct GameInfo boolean max_num_changes_per_frame; boolean use_reverse_scan_direction; + // bit mask to indicate game action events handled by game engine + int event_mask; + // variable within running game int yamyam_content_nr; boolean robot_wheel_active; @@ -212,7 +225,7 @@ struct GameInfo // values for the new EMC elements int lenses_time_left; int magnify_time_left; - boolean ball_state; + boolean ball_active; int ball_content_nr; // values for player idle animation (no effect on engine) @@ -234,6 +247,7 @@ struct GameInfo int centered_player_nr; int centered_player_nr_next; boolean set_centered_player; + boolean set_centered_player_wrap; // values for random number generator initialization after snapshot unsigned int num_random_calls; @@ -243,6 +257,7 @@ struct GameInfo // values for handling states for solved level and game over boolean LevelSolved; + boolean GamePlayed; boolean GameOver; boolean LevelSolved_GameWon; @@ -274,12 +289,12 @@ struct PlayerInfo int client_nr; // network client identifier byte action; // action from local input device - byte mapped_action; // action mapped from device to player byte effective_action; /* action acknowledged from network server or summarized over all configured input devices when in single player mode */ byte programmed_action; /* action forced by game itself (like moving through doors); overrides other actions */ + byte snap_action; // action from TAS snap keys struct MouseActionInfo mouse_action; // (used by MM engine only) struct MouseActionInfo effective_mouse_action; // (used by MM engine only) @@ -451,6 +466,7 @@ void CreateGameButtons(void); void FreeGameButtons(void); void MapUndoRedoButtons(void); void UnmapUndoRedoButtons(void); +void ModifyPauseButtons(void); void MapGameButtons(void); void UnmapGameButtons(void); void RedrawGameButtons(void);