#include "init.h"
#include "game.h"
#include "events.h"
-#include "joystick.h"
GC tile_clip_gc;
Bitmap *pix[NUM_BITMAPS];
DrawBuffer *fieldbuffer;
DrawBuffer *drawto_field;
-int joystick_device = 0;
-char *joystick_device_name[MAX_PLAYERS] =
-{
- DEV_JOYSTICK_0,
- DEV_JOYSTICK_1,
- DEV_JOYSTICK_2,
- DEV_JOYSTICK_3
-};
-
int game_status = MAINMENU;
boolean level_editor_test_game = FALSE;
boolean network_playing = FALSE;
int key_joystick_mapping = 0;
-int global_joystick_status = JOYSTICK_STATUS;
-int joystick_status = JOYSTICK_STATUS;
boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
int redraw_x1 = 0, redraw_y1 = 0;
unsigned long Elementeigenschaften1[MAX_ELEMENTS];
unsigned long Elementeigenschaften2[MAX_ELEMENTS];
-int level_nr;
int lev_fieldx,lev_fieldy, scroll_x,scroll_y;
int FX = SX, FY = SY, ScrollStepSize;
"gate.wav"
};
-/* background music */
-int background_loop[] =
+/* sound effects: setup file identifiers and corresponding default filenames */
+struct
+{
+ char *identifier;
+ char *default_filename;
+}
+sound_effect[NUM_SOUND_EFFECTS] =
{
-#if 0
- SND_ALCHEMY,
- SND_CHASE,
- SND_NETWORK,
- SND_CZARDASZ,
- SND_TYGER,
- SND_VOYAGER,
- SND_TWILIGHT
-#endif
+ { "collecting_infotron", "infotron.wav" },
+ { "falling_zonk", "zonkdown.wav" },
+ { "pushing_zonk", "zonkpush.wav" }
};
-int num_bg_loops = sizeof(background_loop)/sizeof(int);
char *element_info[] =
{