#define MAX_SCORE_ENTRIES 100
#define MAX_ELEMENTS 700 /* 500 static + 200 runtime */
-#define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
-
#define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
#define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
-struct HiScore
+/* score for elements */
+#define SC_COLLECTIBLE 0
+#define SC_UNUSED_1 1
+#define SC_UNUSED_2 2
+#define SC_UNUSED_3 3
+#define SC_UNUSED_4 4
+#define SC_UNUSED_5 5
+#define SC_PACMAN 6
+#define SC_UNUSED_7 7
+#define SC_UNUSED_8 8
+#define SC_KEY 9
+#define SC_TIME_BONUS 10
+#define SC_UNUSED_11 11
+#define SC_UNUSED_12 12
+#define SC_UNUSED_13 13
+#define SC_LIGHTBALL 14
+#define SC_UNUSED_15 15
+
+#define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
+
+
+struct HiScore_MM
{
char Name[MAX_PLAYER_NAME_LEN + 1];
int Score;
};
-struct EditorInfo
-{
- boolean draw_walls_masked;
-};
-
extern Bitmap *pix[];
extern DrawBuffer *fieldbuffer;
extern DrawBuffer *drawto_field;
extern int SiebCount;
extern struct LevelInfo_MM native_mm_level;
-extern struct HiScore highscore[];
+extern struct HiScore_MM highscore[];
extern struct TapeInfo tape;
extern struct SetupInfo setup;
extern struct GameInfo_MM game_mm;
extern struct LaserInfo laser;
-extern struct EditorInfo editor;
extern struct GlobalInfo global;
extern short LX, LY, XS, YS, ELX, ELY;
#define NUM_SOUNDS 20
+/* values for graphics/sounds action types */
+#define MM_ACTION_DEFAULT 0
+#define MM_ACTION_WAITING 1
+#define MM_ACTION_FALLING 2
+#define MM_ACTION_MOVING 3
+#define MM_ACTION_DIGGING 4
+#define MM_ACTION_SNAPPING 5
+#define MM_ACTION_COLLECTING 6
+#define MM_ACTION_DROPPING 7
+#define MM_ACTION_PUSHING 8
+#define MM_ACTION_WALKING 9
+#define MM_ACTION_PASSING 10
+#define MM_ACTION_IMPACT 11
+#define MM_ACTION_BREAKING 12
+#define MM_ACTION_ACTIVATING 13
+#define MM_ACTION_DEACTIVATING 14
+#define MM_ACTION_OPENING 15
+#define MM_ACTION_CLOSING 16
+#define MM_ACTION_ATTACKING 17
+#define MM_ACTION_GROWING 18
+#define MM_ACTION_SHRINKING 19
+#define MM_ACTION_ACTIVE 20
+#define MM_ACTION_FILLING 21
+#define MM_ACTION_EMPTYING 22
+#define MM_ACTION_CHANGING 23
+#define MM_ACTION_EXPLODING 24
+#define MM_ACTION_BORING 25
+#define MM_ACTION_BORING_1 26
+#define MM_ACTION_BORING_2 27
+#define MM_ACTION_BORING_3 28
+#define MM_ACTION_BORING_4 29
+#define MM_ACTION_BORING_5 30
+#define MM_ACTION_BORING_6 31
+#define MM_ACTION_BORING_7 32
+#define MM_ACTION_BORING_8 33
+#define MM_ACTION_BORING_9 34
+#define MM_ACTION_BORING_10 35
+#define MM_ACTION_SLEEPING 36
+#define MM_ACTION_SLEEPING_1 37
+#define MM_ACTION_SLEEPING_2 38
+#define MM_ACTION_SLEEPING_3 39
+#define MM_ACTION_AWAKENING 40
+#define MM_ACTION_DYING 41
+#define MM_ACTION_TURNING 42
+#define MM_ACTION_TURNING_FROM_LEFT 43
+#define MM_ACTION_TURNING_FROM_RIGHT 44
+#define MM_ACTION_TURNING_FROM_UP 45
+#define MM_ACTION_TURNING_FROM_DOWN 46
+#define MM_ACTION_SMASHED_BY_ROCK 47
+#define MM_ACTION_SMASHED_BY_SPRING 48
+#define MM_ACTION_EATING 49
+#define MM_ACTION_TWINKLING 50
+#define MM_ACTION_SPLASHING 51
+#define MM_ACTION_HITTING 52
+
/* laser angles (directions) */
#define ANG_RAY_RIGHT 0
#define ANG_RAY_UP 4