added active animation for bomb and mine in MM engine
[rocksndiamonds.git] / src / game_mm / mm_main.h
index e33e8f19acc1e66f5c9d6c76168adfaebf5da5dc..0fb74d9e215efac28658873ccd73d46ee89f8ec6 100644 (file)
@@ -203,7 +203,13 @@ extern short               StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern short           Frame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern boolean         Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern short           AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short           AmoebaCnt[MAX_NUM_AMOEBA], AmoebaCnt2[MAX_NUM_AMOEBA];
+extern short           AmoebaCnt[MAX_NUM_AMOEBA];
+extern short           AmoebaCnt2[MAX_NUM_AMOEBA];
+extern short           ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+
+extern int             GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern int             GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+
 extern unsigned int    Elementeigenschaften[MAX_ELEMENTS];
 
 extern int             level_nr;
@@ -647,6 +653,8 @@ extern int          num_element_info;
 #define EL_GRAY_BALL_OPENING   502
 #define EL_ICE_WALL_SHRINKING  503
 #define EL_AMOEBA_WALL_GROWING 504
+#define EL_BOMB_ACTIVE         505
+#define EL_MINE_ACTIVE         506
 
 #define EL_WALL_CHANGING       512
 #define EL_WALL_CHANGING_START (EL_WALL_CHANGING + 0)
@@ -659,18 +667,6 @@ extern int         num_element_info;
 #define EL_EXPLODING_OPAQUE    601
 #define EL_EXPLODING_TRANSP    602
 
-// dummy elements (never used as game elements, only used as graphics)
-#define EL_MM_MASK_MCDUFFIN_RIGHT      700
-#define EL_MM_MASK_MCDUFFIN_UP         701
-#define EL_MM_MASK_MCDUFFIN_LEFT       702
-#define EL_MM_MASK_MCDUFFIN_DOWN       703
-#define EL_MM_MASK_GRID_1              704
-#define EL_MM_MASK_GRID_2              705
-#define EL_MM_MASK_GRID_3              706
-#define EL_MM_MASK_GRID_4              707
-#define EL_MM_MASK_RECTANGE            708
-#define EL_MM_MASK_CIRCLE              709
-
 
 // game graphics:
 //       0 -  191: graphics from "MirrorScreen"