#define EL_MM_START_2_NATIVE 240
#define EL_MM_END_2_NATIVE 430
+#define EL_MM_START_3_NATIVE 431
+#define EL_MM_END_3_NATIVE 450
+
#define EL_MM_RUNTIME_START_NATIVE 500
#define EL_MM_RUNTIME_END_NATIVE 504
int ball_choice_pos; // current content element choice position
boolean laser_red, laser_green, laser_blue;
+ boolean has_mcduffin;
boolean level_solved;
boolean game_over;
int game_over_cause;
+ char *game_over_message;
boolean cheat_no_overload;
boolean cheat_no_explosion;
int ball_choice_mode;
int ball_content[MM_MAX_BALL_CONTENTS];
boolean rotate_ball_content;
+ boolean explode_ball;
short field[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;
+ short XS, YS;
+ short ELX, ELY;
+ short CT, Ct;
int last_LX, last_LY, last_hit_mask;
int hold_x, hold_y;
int getFieldbufferOffsetX_MM(void);
int getFieldbufferOffsetY_MM(void);
+int getFlippedTileX_MM(int);
+int getFlippedTileY_MM(int);
+int getFlippedTileXY_MM(int);
+
void BlitScreenToBitmap_MM(Bitmap *);
void RedrawPlayfield_MM(void);