// elements to be specially mapped
#define EL_MM_EMPTY_NATIVE 0
#define EL_DF_EMPTY_NATIVE 304
// elements to be specially mapped
#define EL_MM_EMPTY_NATIVE 0
#define EL_DF_EMPTY_NATIVE 304
// data structure definitions
// ----------------------------------------------------------------------------
// data structure definitions
// ----------------------------------------------------------------------------
short Hit[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
short Box[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
short Angle[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
short Hit[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
short Box[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
short Angle[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
short LX,LY, XS,YS, ELX,ELY;
short CT,Ct;
short LX,LY, XS,YS, ELX,ELY;
short CT,Ct;
- unsigned int rotate_delay;
- unsigned int pacman_delay;
- unsigned int energy_delay;
- unsigned int overload_delay;
+ DelayCounter rotate_delay;
+ DelayCounter pacman_delay;
+ DelayCounter energy_delay;
+ DelayCounter overload_delay;
extern struct GameInfo_MM game_mm;
extern struct LevelInfo_MM native_mm_level;
extern struct EngineSnapshotInfo_MM engine_snapshot_mm;
extern struct GameInfo_MM game_mm;
extern struct LevelInfo_MM native_mm_level;
extern struct EngineSnapshotInfo_MM engine_snapshot_mm;
int getButtonFromTouchPosition(int, int, int, int);
int getButtonFromTouchPosition(int, int, int, int);