#define INTERN_FOR _main_c
#include "extint_macros.h"
EXTERN float FPSover1;
EXTERN char *AllSkillTexts[];
EXTERN char font_switchto_red[];
EXTERN char font_switchto_blue[];
void leveleditor_init_tools(void);
struct leveleditor_tool tool_place, tool_move, tool_select;
EXTERN struct leveleditor_tool tool_place, tool_move, tool_select;
#define EVENT_LEFT_PRESS(e) (((e) && e->type == SDL_MOUSEBUTTONDOWN) && (e->button.button == 1))
#define EVENT_RIGHT_PRESS(e) (((e) && e->type == SDL_MOUSEBUTTONDOWN) && (e->button.button == 3))
extern int total_rooms;
// Interface to the game
void (*dungeonmap_convert) (int, int, unsigned char *);
extern void (*dungeonmap_convert) (int, int, unsigned char *);
void (*dungeonmap_place_enemies) (struct roominfo *);
extern void (*dungeonmap_place_enemies) (struct roominfo *);
void (*dungeonmap_gift) (struct roominfo *);
extern void (*dungeonmap_gift) (struct roominfo *);
int generate_dungeon_gram(int, int);
struct tux_part_instances default_instances; // Default part instances
tux_part_render_motionclass *render_order; // The render_sets of each motion class
int gun_muzzle_height; // Vertical offset to apply to bullets
} tux_rendering;
};
/**
* Contains a set of Tux's parts images for a motion class.