#define MM_MAX_LEVEL_AUTHOR_LEN 32
-#define EL_EMPTY_NATIVE_MM 0
-#define EL_DF_EMPTY_NATIVE_MM 304
+#define EL_MM_START_1_NATIVE 0
+#define EL_MM_END_1_NATIVE 155
-#define EL_MM_START_NATIVE_MM 0
-#define EL_MM_END_NATIVE_MM 430
+#define EL_MM_CHAR_START_NATIVE 160
+#define EL_MM_CHAR_END_NATIVE 239
-#define EL_CHAR_START_NATIVE_MM 160
-#define EL_CHAR_END_NATIVE_MM 239
+#define EL_MM_START_2_NATIVE 240
+#define EL_MM_END_2_NATIVE 430
-#define EL_DF_START_NATIVE_MM 240
-#define EL_DF_END_NATIVE_MM 355
+#define EL_MM_RUNTIME_START_NATIVE 500
+#define EL_MM_RUNTIME_END_NATIVE 504
-#define EL_MM_RUNTIME_START_NATIVE_MM 500
-#define EL_MM_RUNTIME_END_NATIVE_MM 504
+#define EL_MM_DUMMY_START_NATIVE 700
+#define EL_MM_DUMMY_END_NATIVE 709
-#define EL_MM_DUMMY_START_NATIVE_MM 700
-#define EL_MM_DUMMY_END_NATIVE_MM 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();