#define MM_MAX_PLAYFIELD_SIZE (MM_MAX_PLAYFIELD_WIDTH * \
MM_MAX_PLAYFIELD_HEIGHT)
-#define MAX_NUM_AMOEBA 100
-#define MAX_NUM_BEAMERS 8
+#define MAX_NUM_AMOEBA 100
+#define MAX_NUM_BEAMERS 8
-#define MAX_LASER_LEN 256
-#define MAX_LASER_ENERGY 100
-#define MAX_LASER_OVERLOAD 100
+#define MAX_LASER_LEN 256
+#define MAX_LASER_ENERGY 100
+#define MAX_LASER_OVERLOAD 100
-#define MM_LEVEL_SCORE_ELEMENTS 16
+#define MM_LEVEL_SCORE_ELEMENTS 16
-#define MM_MAX_LEVEL_NAME_LEN 32
-#define MM_MAX_LEVEL_AUTHOR_LEN 32
+#define MM_MAX_LEVEL_NAME_LEN 32
+#define MM_MAX_LEVEL_AUTHOR_LEN 32
+
+
+#define EL_MM_START_1_NATIVE 0
+#define EL_MM_END_1_NATIVE 155
+
+#define EL_MM_CHAR_START_NATIVE 160
+#define EL_MM_CHAR_END_NATIVE 239
+
+#define EL_MM_START_2_NATIVE 240
+#define EL_MM_END_2_NATIVE 430
+
+#define EL_MM_RUNTIME_START_NATIVE 500
+#define EL_MM_RUNTIME_END_NATIVE 504
+
+#define EL_MM_DUMMY_START_NATIVE 700
+#define EL_MM_DUMMY_END_NATIVE 709
+
+/* elements to be specially mapped */
+#define EL_MM_EMPTY_NATIVE 0
+#define EL_DF_EMPTY_NATIVE 304
/* ------------------------------------------------------------------------- */
struct EngineSnapshotInfo_MM
{
+ struct GameInfo_MM game_mm;
};
extern void mm_open_all();
extern void mm_close_all();
+void InitElementProperties_MM();
+
extern void InitGfxBuffers_MM();
extern void InitGameEngine_MM();
+extern void InitGameEngine_MM_AfterFadingIn();
extern void GameActions_MM(byte *, boolean);
+extern void ClickElement(int, int, int);
+
extern unsigned int InitEngineRandom_MM(int);
extern void setLevelInfoToDefaults_MM();