// (c) 1994-2017 by Artsoft Entertainment
// Holger Schemel
// info@artsoft.org
-// http://www.artsoft.org/
+// https://www.artsoft.org/
// ----------------------------------------------------------------------------
// mm_game.h
// ============================================================================
#include "main_mm.h"
-/* score for elements (also used by editor.c) */
-#define SC_EDELSTEIN 0
-#define SC_DIAMANT 1
-#define SC_KAEFER 2
-#define SC_FLIEGER 3
-#define SC_MAMPFER 4
-#define SC_ROBOT 5
-#define SC_PACMAN 6
-#define SC_KOKOSNUSS 7
-#define SC_DYNAMIT 8
-#define SC_KEY 9
-#define SC_ZEITBONUS 10
-void GetPlayerConfig(void);
-void InitGame(void);
-void InitMovDir(int, int);
-void InitAmoebaNr(int, int);
-void GameWon(void);
-int NewHiScore(void);
-void InitMovingField(int, int, int);
-void Moving2Blocked(int, int, int *, int *);
-void Blocked2Moving(int, int, int *, int *);
-int MovingOrBlocked2Element(int, int);
-void RemoveMovingField(int, int);
-
-
-
-
-
-void Blurb(int, int);
-void Impact(int, int);
void TurnRound(int, int);
-void StartMoving(int, int);
-void ContinueMoving(int, int);
-int AmoebeNachbarNr(int, int);
-void AmoebeUmwandeln(int, int);
-void AmoebeUmwandelnBD(int, int, int);
-void AmoebeWaechst(int, int);
-void AmoebeAbleger(int, int);
-void Life(int, int);
-void Ablenk(int, int);
-void Blubber(int, int);
-void NussKnacken(int, int);
-void SiebAktivieren(int, int, int);
-void AusgangstuerPruefen(int, int);
-void AusgangstuerOeffnen(int, int);
-void AusgangstuerBlinken(int, int);
-void EdelsteinFunkeln(int, int);
-void MauerWaechst(int, int);
-void MauerAbleger(int, int);
-
-
-boolean MoveFigureOneStep(struct PlayerInfo *, int, int, int, int);
-boolean MoveFigure(struct PlayerInfo *, int, int);
-void ScrollFigure(struct PlayerInfo *, int);
-void ScrollScreen(struct PlayerInfo *, int);
-
-void TestIfGoodThingHitsBadThing(int, int);
-void TestIfBadThingHitsGoodThing(int, int);
-void TestIfHeroHitsBadThing(int, int);
-void TestIfBadThingHitsHero(int, int);
-void TestIfFriendHitsBadThing(int, int);
-void TestIfBadThingHitsFriend(int, int);
-void TestIfBadThingHitsOtherBadThing(int, int);
-void KillHero(struct PlayerInfo *);
-void BuryHero(struct PlayerInfo *);
-void RemoveHero(struct PlayerInfo *);
-int DigField(struct PlayerInfo *, int, int, int, int, int);
-boolean SnapField(struct PlayerInfo *, int, int);
-boolean PlaceBomb(struct PlayerInfo *);
-void PlaySoundLevel(int, int, int);
-void RaiseScore(int);
-void RaiseScoreElement(int);
-
-void CreateGameButtons();
-void UnmapGameButtons();
-
-
-void InitGame(void);
void AddLaserEdge(int, int);
void AddDamagedField(int, int);
void ScanLaser(void);
void DrawLaser(int, int);
boolean HitElement(int, int);
-boolean HitOnlyAnEdge(int, int);
+boolean HitOnlyAnEdge(int);
boolean HitPolarizer(int, int);
boolean HitBlock(int, int);
boolean HitLaserSource(int, int);
boolean HitLaserDestination(int, int);
boolean HitReflectingWalls(int, int);
boolean HitAbsorbingWalls(int, int);
-void Bang(int, int);
-void ClickElement(int, int, int);
void RotateMirror(int, int, int);
boolean ObjHit(int, int, int);
void DeletePacMan(int, int);
-
-void ColorCycling(void);
-void GameActions(void);
void MovePacMen(void);
#endif