#define NUM_BELT_PARTS 3
#define NUM_PANEL_INVENTORY 8
+#define NUM_PANEL_GRAPHICS 8
#define NUM_PANEL_ELEMENTS 8
#define NUM_PANEL_CE_SCORE 8
struct TextPosInfo key_white;
struct TextPosInfo key_white_count;
struct TextPosInfo score;
+ struct TextPosInfo highscore;
struct TextPosInfo time;
struct TextPosInfo time_hh;
struct TextPosInfo time_mm;
struct TextPosInfo magic_wall;
struct TextPosInfo magic_wall_time;
struct TextPosInfo gravity_state;
+ struct TextPosInfo graphic[NUM_PANEL_GRAPHICS];
struct TextPosInfo element[NUM_PANEL_ELEMENTS];
struct TextPosInfo element_count[NUM_PANEL_ELEMENTS];
struct TextPosInfo ce_score[NUM_PANEL_CE_SCORE];
struct GameButtonInfo button;
/* values for graphics engine customization */
+ boolean use_native_emc_graphics_engine;
int forced_scroll_delay_value;
int scroll_delay_value;
boolean present; /* player present in level playfield */
boolean connected; /* player connected (locally or via network) */
boolean active; /* player present and connected */
+ boolean mapped; /* player already mapped to input device */
+
boolean killed; /* player maybe present/active, but killed */
+ boolean reanimated; /* player maybe killed, but reanimated */
int index_nr; /* player number (0 to 3) */
int index_bit; /* player number bit (1 << 0 to 1 << 3) */
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 */
int GfxAction;
- boolean use_murphy;
+ int initial_element; /* EL_PLAYER_1 to EL_PLAYER_4 or EL_SP_MURPHY */
int artwork_element;
+ boolean use_murphy;
boolean block_last_field;
int block_delay_adjustment; /* needed for different engine versions */
void DrawGameValue_Time(int);
void DrawGameDoorValues(void);
+void UpdateAndDisplayGameControlValues();
+
void InitGameSound();
void InitGame();