fixed handling global animation key event actions multiple times
[rocksndiamonds.git] / src / game.h
index 602922bdff6c207b8ddddea3e02e78f9c2648cd3..5a96d4fc630cb23fc67d253984b1ec7b8afdfe8b 100644 (file)
@@ -204,6 +204,11 @@ struct GameInfo
   int players_still_needed;
   int friends_still_needed;
 
+  int robot_wheel_x, robot_wheel_y;
+  int exit_x, exit_y;
+
+  boolean all_players_gone;
+
   // values for the new EMC elements
   int lenses_time_left;
   int magnify_time_left;
@@ -238,6 +243,7 @@ struct GameInfo
 
   // values for handling states for solved level and game over
   boolean LevelSolved;
+  boolean GamePlayed;
   boolean GameOver;
 
   boolean LevelSolved_GameWon;
@@ -269,12 +275,12 @@ 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)