added configurable delay times for some MM style elements (MM engine)
[rocksndiamonds.git] / src / game_mm / export.h
index 07417cee825c1930be9ec088cf685b6a5bc201b1..f48cd4738eb8d28d20c51455eccb2c14d7088da0 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 +149,9 @@ struct GameInfo_MM
 
   boolean cheat_no_overload;
   boolean cheat_no_explosion;
+
+  int laser_overload_value;
+  boolean laser_enabled;
 };
 
 struct LevelInfo_MM
@@ -164,6 +171,9 @@ struct LevelInfo_MM
   int score[MM_LEVEL_SCORE_ELEMENTS];
   int amoeba_speed;
   int time_fuse;
+  int time_bomb;
+  int time_ball;
+  int time_block;
 
   short field[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
 };
@@ -197,8 +207,10 @@ void InitElementProperties_MM();
 extern void InitGfxBuffers_MM();
 
 extern void InitGameEngine_MM();
-extern void InitGameEngine_MM_AfterFadingIn();
-extern void GameActions_MM(byte *, boolean);
+extern void InitGameActions_MM();
+extern void GameActions_MM(struct MouseActionInfo, boolean);
+
+extern void DrawLaser_MM();
 
 extern void ClickElement(int, int, int);