replaced hardcoded sounds with newly added element action sounds (MM engine)
[rocksndiamonds.git] / src / game_mm / export.h
index f799bfb72cf70c147374564de3fdebe797c2bc06..d92dcdb2f8cf2c5e09aa41fb35512152349023f3 100644 (file)
 #define EL_MM_EMPTY_NATIVE             0
 #define EL_DF_EMPTY_NATIVE             304
 
+/* sounds */
+#define SND_MM_GAME_LEVELTIME_CHARGING 0
+#define SND_MM_GAME_HEALTH_CHARGING    1
+
 
 /* ------------------------------------------------------------------------- */
 /* data structure definitions                                                */
@@ -145,6 +149,8 @@ struct GameInfo_MM
 
   boolean cheat_no_overload;
   boolean cheat_no_explosion;
+
+  int laser_overload_value;
 };
 
 struct LevelInfo_MM
@@ -187,6 +193,8 @@ extern struct GameInfo_MM game_mm;
 extern struct LevelInfo_MM native_mm_level;
 extern struct EngineSnapshotInfo_MM engine_snapshot_mm;
 
+extern short Ur[MM_MAX_PLAYFIELD_WIDTH][MM_MAX_PLAYFIELD_HEIGHT];
+
 extern void mm_open_all();
 extern void mm_close_all();
 
@@ -195,7 +203,8 @@ void InitElementProperties_MM();
 extern void InitGfxBuffers_MM();
 
 extern void InitGameEngine_MM();
-extern void GameActions_MM(byte *, boolean);
+extern void InitGameActions_MM();
+extern void GameActions_MM(struct MouseActionInfo, boolean);
 
 extern void ClickElement(int, int, int);