// ----------------------------------------------------------------------------
// game.h
// ============================================================================
// ----------------------------------------------------------------------------
// game.h
// ============================================================================
struct XY panel_sound_music;
struct XY panel_sound_loops;
struct XY panel_sound_simple;
struct XY panel_sound_music;
struct XY panel_sound_loops;
struct XY panel_sound_simple;
// values for special game control
int centered_player_nr;
int centered_player_nr_next;
boolean set_centered_player;
// values for special game control
int centered_player_nr;
int centered_player_nr_next;
boolean set_centered_player;
boolean killed; // player maybe present/active, but killed
boolean reanimated; // player maybe killed, but reanimated
boolean killed; // player maybe present/active, but killed
boolean reanimated; // player maybe killed, but reanimated
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 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 */
struct MouseActionInfo mouse_action; // (used by MM engine only)
struct MouseActionInfo effective_mouse_action; // (used by MM engine only)
struct MouseActionInfo mouse_action; // (used by MM engine only)
struct MouseActionInfo effective_mouse_action; // (used by MM engine only)
int key[MAX_NUM_KEYS];
int num_white_keys;
int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
int shield_normal_time_left;
int shield_deadly_time_left;
int key[MAX_NUM_KEYS];
int num_white_keys;
int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
int shield_normal_time_left;
int shield_deadly_time_left;
void FreeGameButtons(void);
void MapUndoRedoButtons(void);
void UnmapUndoRedoButtons(void);
void FreeGameButtons(void);
void MapUndoRedoButtons(void);
void UnmapUndoRedoButtons(void);
void MapGameButtons(void);
void UnmapGameButtons(void);
void RedrawGameButtons(void);
void MapGameButtons(void);
void UnmapGameButtons(void);
void RedrawGameButtons(void);