_GameState Struct Reference

Struct that stores the current game state. More...

#include <game.h>

List of all members.

Public Attributes

int drawFlags
 Flags that toggle what to draw.
int evidencePage
 Current evidence page.
int profilesPage
 Current profiles page.
int selectedEvidence
int selectedProfile
int selectedControl
int selectedLocation
int selectedTalkOption
bool requestingEvidence
bool requestingAnswer
ustring requestedEvidenceParams
ustring requestedAnswerParams
ustring requestedContrParams
ustring tempImage
 Temporary image to be displayed over location background.
Point examinePt
 Location of the examination cursor.
ustring contradictionImg
Rect contradictionRegion
int prevScreen
 The previous screen (Move, Examine, etc) displayed.
bool hideTextBox
 Whether or not to hide the textbox.
bool continueMusic
 Whether or not music should continue playing.
ustring curTestimony
int curTestimonyPiece
int barPercent
bool curExamination
bool curExaminationPaused
int shake
ustring fadeOut
ustring fadeIn
ustring flash
ustring blink
ustring gavel
ustring courtCamera
ustring testimonySequence
ustring crossExamineSequence
ustring exclamation
ustring addEvidence
StringPair crossExamineLawyers
 Character images for cross examination sequences.
ustring shownEvidence
Position shownEvidencePos
ustring crOverviewDefense
ustring crOverviewProsecutor
ustring crOverviewWitness
ustring currentLocation
 The current location.
int queuedFlags
ustring queuedLocation
ustring queuedBlock
ustring resetAnimations
std::vector< StringPair > custom
 User defined flags.
std::vector< StringPair > talkOptions
 Vector of current talk options.
std::vector< ustring > visibleEvidence
 List of visible evidence (evidence that can be seen in Court Record).
std::vector< ustring > visibleProfiles
 List of visible profiles in the Court Record.


Detailed Description

Struct that stores the current game state.

Everything that goes on in the game is triggered by the variables in this struct. The drawFlags variable keeps track of what elements of the user interface are drawn, and all other animations are scheduled through the use other variables.

Animation variables are initially set to "none", but through script triggers, these variables can be modified. Additionally, only one animation can be active at a time. If two or more animation variables are active, the more important one, based on order in the struct, is handled first.


The documentation for this struct was generated from the following file:
Generated on Fri Feb 22 22:29:23 2008 for Phoenix Wright Case Player API by  doxygen 1.5.3