// mm_game.c
// ============================================================================
+#include <math.h>
+
#include "main_mm.h"
#include "mm_main.h"
#define INIT_GAME_ACTIONS_DELAY (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
#define NUM_INIT_CYCLE_STEPS 16
#define PACMAN_MOVE_DELAY 12
-#define ENERGY_DELAY (4 * ONE_SECOND_DELAY / GAME_FRAME_DELAY)
+#define ENERGY_DELAY (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
#define HEALTH_DEC_DELAY 3
#define HEALTH_INC_DELAY 9
#define HEALTH_DELAY(x) ((x) ? HEALTH_DEC_DELAY : HEALTH_INC_DELAY)
+#define BEGIN_NO_HEADLESS \
+ { \
+ boolean last_headless = program.headless; \
+ \
+ program.headless = FALSE; \
+
+#define END_NO_HEADLESS \
+ program.headless = last_headless; \
+ } \
+
/* forward declaration for internal use */
static int MovingOrBlocked2Element_MM(int, int);
static void Bang_MM(int, int);
static void RaiseScore_MM(int);
+static void RaiseScoreElement_MM(int);
static void RemoveMovingField_MM(int, int);
static void InitMovingField_MM(int, int, int);
static void ContinueMoving_MM(int, int);
static void Moving2Blocked_MM(int, int, int *, int *);
+/* bitmap for laser beam detection */
+static Bitmap *laser_bitmap = NULL;
+
+/* variables for laser control */
+static int last_LX = 0, last_LY = 0, last_hit_mask = 0;
+static int hold_x = -1, hold_y = -1;
+
+/* variables for pacman control */
+static int pacman_nr = -1;
+
+/* various game engine delay counters */
+static unsigned int rotate_delay = 0;
+static unsigned int pacman_delay = 0;
+static unsigned int energy_delay = 0;
+static unsigned int overload_delay = 0;
/* element masks for scanning pixels of MM elements */
static const char mm_masks[10][16][16 + 1] =
return (reflected_angle + 16) % 16;
}
+static void DrawLaserLines(struct XY *points, int num_points, int mode)
+{
+ Pixel pixel_drawto = (mode == DL_LASER_ENABLED ? pen_ray : pen_bg);
+ Pixel pixel_buffer = (mode == DL_LASER_ENABLED ? WHITE_PIXEL : BLACK_PIXEL);
+
+ DrawLines(drawto, points, num_points, pixel_drawto);
+
+ BEGIN_NO_HEADLESS
+ {
+ DrawLines(laser_bitmap, points, num_points, pixel_buffer);
+ }
+ END_NO_HEADLESS
+}
+
+static boolean CheckLaserPixel(int x, int y)
+{
+ Pixel pixel;
+
+ BEGIN_NO_HEADLESS
+ {
+ pixel = ReadPixel(laser_bitmap, x, y);
+ }
+ END_NO_HEADLESS
+
+ return (pixel == WHITE_PIXEL);
+}
+
+static void CheckExitMM()
+{
+ int exit_element = EL_EMPTY;
+ int exit_x = 0;
+ int exit_y = 0;
+ int x, y;
+ static int xy[4][2] =
+ {
+ { +1, 0 },
+ { 0, -1 },
+ { -1, 0 },
+ { 0, +1 }
+ };
+
+ for (y = 0; y < lev_fieldy; y++)
+ {
+ for (x = 0; x < lev_fieldx; x++)
+ {
+ if (Feld[x][y] == EL_EXIT_CLOSED)
+ {
+ /* initiate opening animation of exit door */
+ Feld[x][y] = EL_EXIT_OPENING;
+
+ exit_element = EL_EXIT_OPEN;
+ exit_x = x;
+ exit_y = y;
+ }
+ else if (IS_RECEIVER(Feld[x][y]))
+ {
+ /* remove field that blocks receiver */
+ int phase = Feld[x][y] - EL_RECEIVER_START;
+ int blocking_x, blocking_y;
+
+ blocking_x = x + xy[phase][0];
+ blocking_y = y + xy[phase][1];
+
+ if (IN_LEV_FIELD(blocking_x, blocking_y))
+ {
+ Feld[blocking_x][blocking_y] = EL_EMPTY;
+
+ DrawField_MM(blocking_x, blocking_y);
+ }
+
+ exit_element = EL_RECEIVER;
+ exit_x = x;
+ exit_y = y;
+ }
+ }
+ }
+
+ if (exit_element != EL_EMPTY)
+ PlayLevelSound_MM(exit_x, exit_y, exit_element, MM_ACTION_OPENING);
+}
+
static void InitMovDir_MM(int x, int y)
{
int element = Feld[x][y];
{
int i, x, y;
+ BEGIN_NO_HEADLESS
+ {
+ /* initialize laser bitmap to current playfield (screen) size */
+ ReCreateBitmap(&laser_bitmap, drawto->width, drawto->height);
+ ClearRectangle(laser_bitmap, 0, 0, drawto->width, drawto->height);
+ }
+ END_NO_HEADLESS
+
/* set global game control values */
game_mm.num_cycle = 0;
game_mm.num_pacman = 0;
game_mm.game_over_cause = 0;
game_mm.laser_overload_value = 0;
+ game_mm.laser_enabled = FALSE;
/* set global laser control values (must be set before "InitLaser()") */
laser.start_edge.x = 0;
laser.dest_element = EL_EMPTY;
laser.wall_mask = 0;
+ last_LX = 0;
+ last_LY = 0;
+ last_hit_mask = 0;
+
+ hold_x = -1;
+ hold_y = -1;
+
+ pacman_nr = -1;
+
CT = Ct = 0;
+ rotate_delay = 0;
+ pacman_delay = 0;
+ energy_delay = 0;
+ overload_delay = 0;
+
+ ClickElement(-1, -1, -1);
+
for (x = 0; x < lev_fieldx; x++)
{
for (y = 0; y < lev_fieldy; y++)
#endif
ScanLaser();
+
+ if (game_mm.kettles_still_needed == 0)
+ CheckExitMM();
+
+ SetTileCursorXY(laser.start_edge.x, laser.start_edge.y);
+ SetTileCursorActive(TRUE);
}
void AddLaserEdge(int lx, int ly)
#endif
/* now draw the laser to the backbuffer and (if enabled) to the screen */
- DrawLines(drawto, &laser.edge[start_edge], num_edges,
- (mode == DL_LASER_ENABLED ? pen_ray : pen_bg));
+ DrawLaserLines(&laser.edge[start_edge], num_edges, mode);
redraw_mask |= REDRAW_FIELD;
int num_beamers = laser.num_beamers;
/* delete laser segments backward from the end to the first beamer */
- for (i = num_beamers-1; i >= 0; i--)
+ for (i = num_beamers - 1; i >= 0; i--)
{
int tmp_num_edges = last_num_edges - laser.beamer_edge[i];
last_num_edges, start_edge);
#endif
+ // special case when rotating first beamer: delete laser edge on beamer
+ // (but do not start scanning on previous edge to prevent mirror sound)
+ if (last_num_edges - start_edge == 1 && start_edge > 0)
+ DrawLaserLines(&laser.edge[start_edge - 1], 2, DL_LASER_DISABLED);
+
/* delete first segment from start to the first beamer */
DrawLaserExt(start_edge, last_num_edges - start_edge, DL_LASER_DISABLED);
}
{
DrawLaserExt(start_edge, laser.num_edges - start_edge, mode);
}
+
+ game_mm.laser_enabled = mode;
+}
+
+void DrawLaser_MM()
+{
+ DrawLaser(0, game_mm.laser_enabled);
}
boolean HitElement(int element, int hit_mask)
if (game_mm.kettles_still_needed > 0)
game_mm.kettles_still_needed--;
- RaiseScore_MM(10);
+ game.snapshot.collected_item = TRUE;
if (game_mm.kettles_still_needed == 0)
{
- int exit_element = (element == EL_KETTLE ? EL_EXIT_OPEN : EL_RECEIVER);
- int x, y;
- static int xy[4][2] =
- {
- { +1, 0 },
- { 0, -1 },
- { -1, 0 },
- { 0, +1 }
- };
-
- PlayLevelSound_MM(ELX, ELY, exit_element, MM_ACTION_OPENING);
-
- for (y = 0; y < lev_fieldy; y++)
- {
- for (x = 0; x < lev_fieldx; x++)
- {
- /* initiate opening animation of exit door */
- if (Feld[x][y] == EL_EXIT_CLOSED)
- Feld[x][y] = EL_EXIT_OPENING;
-
- /* remove field that blocks receiver */
- if (IS_RECEIVER(Feld[x][y]))
- {
- int phase = Feld[x][y] - EL_RECEIVER_START;
- int blocking_x, blocking_y;
-
- blocking_x = x + xy[phase][0];
- blocking_y = y + xy[phase][1];
-
- if (IN_LEV_FIELD(blocking_x, blocking_y))
- {
- Feld[blocking_x][blocking_y] = EL_EMPTY;
-
- DrawField_MM(blocking_x, blocking_y);
- }
- }
- }
- }
+ CheckExitMM();
DrawLaser(0, DL_LASER_ENABLED);
}
{
game_mm.num_keys++;
}
- else if (element == EL_LIGHTBALL)
- {
- RaiseScore_MM(10);
- }
else if (IS_PACMAN(element))
{
DeletePacMan(ELX, ELY);
- RaiseScore_MM(50);
}
+ RaiseScoreElement_MM(element);
+
return FALSE;
}
AddDamagedField(ELX, ELY);
if (game_mm.lights_still_needed == 0)
+ {
game_mm.level_solved = TRUE;
+ SetTileCursorActive(FALSE);
+ }
+
return TRUE;
}
(IS_VERT_ANGLE(laser.current_angle) &&
(!(hit_mask & HIT_MASK_LEFT) || !(hit_mask & HIT_MASK_RIGHT))))
{
- static int last_LX = 0, last_LY = 0, last_hit_mask = 0;
-
/* laser at last step touched nothing or the same side of the wall */
if (LX != last_LX || LY != last_LY || hit_mask == last_hit_mask)
{
game_mm.game_over = TRUE;
game_mm.game_over_cause = GAME_OVER_BOMB;
+ SetTileCursorActive(FALSE);
+
laser.overloaded = FALSE;
}
else if (IS_MCDUFFIN(Store[x][y]))
{
Store[x][y] = EL_EMPTY;
+
+ game.restart_game_message = "Bomb killed Mc Duffin ! Play it again ?";
}
Feld[x][y] = Store[x][y];
laser.redraw = TRUE;
}
-void ClickElement(int x, int y, int button)
+boolean ClickElement(int x, int y, int button)
{
static unsigned int click_delay = 0;
static int click_delay_value = CLICK_DELAY;
static boolean new_button = TRUE;
+ boolean element_clicked = FALSE;
int element;
+ if (button == -1)
+ {
+ /* initialize static variables */
+ click_delay = 0;
+ click_delay_value = CLICK_DELAY;
+ new_button = TRUE;
+
+ return FALSE;
+ }
+
/* do not rotate objects hit by the laser after the game was solved */
if (game_mm.level_solved && Hit[x][y])
- return;
+ return FALSE;
if (button == MB_RELEASED)
{
/* release eventually hold auto-rotating mirror */
RotateMirror(x, y, MB_RELEASED);
- return;
+ return FALSE;
}
if (!FrameReached(&click_delay, click_delay_value) && !new_button)
- return;
+ return FALSE;
if (button == MB_MIDDLEBUTTON) /* middle button has no function */
- return;
+ return FALSE;
if (!IN_LEV_FIELD(x, y))
- return;
+ return FALSE;
if (Feld[x][y] == EL_EMPTY)
- return;
+ return FALSE;
element = Feld[x][y];
IS_DF_MIRROR_AUTO(element))
{
RotateMirror(x, y, button);
+
+ element_clicked = TRUE;
}
else if (IS_MCDUFFIN(element))
{
if (!laser.fuse_off)
ScanLaser();
+
+ element_clicked = TRUE;
}
else if (element == EL_FUSE_ON && laser.fuse_off)
{
if (x != laser.fuse_x || y != laser.fuse_y)
- return;
+ return FALSE;
laser.fuse_off = FALSE;
laser.fuse_x = laser.fuse_y = -1;
DrawGraphic_MM(x, y, IMG_MM_FUSE_ACTIVE);
ScanLaser();
+
+ element_clicked = TRUE;
}
else if (element == EL_FUSE_ON && !laser.fuse_off && new_button)
{
DrawLaser(0, DL_LASER_DISABLED);
DrawGraphic_MM(x, y, IMG_MM_FUSE);
+
+ element_clicked = TRUE;
}
else if (element == EL_LIGHTBALL)
{
Bang_MM(x, y);
- RaiseScore_MM(10);
+ RaiseScoreElement_MM(element);
DrawLaser(0, DL_LASER_ENABLED);
+
+ element_clicked = TRUE;
}
click_delay_value = (new_button ? CLICK_DELAY_FIRST : CLICK_DELAY);
new_button = FALSE;
+
+ return element_clicked;
}
void RotateMirror(int x, int y, int button)
{
- static int hold_x = -1, hold_y = -1;
-
if (button == MB_RELEASED)
{
/* release eventually hold auto-rotating mirror */
void AutoRotateMirrors()
{
- static unsigned int rotate_delay = 0;
int x, y;
if (!FrameReached(&rotate_delay, AUTO_ROTATE_DELAY))
if (bits & HIT_POS_CENTER)
{
- if (ReadPixel(drawto, SX + obx + 15, SY + oby + 15) == pen_ray)
+ if (CheckLaserPixel(SX + obx + 15,
+ SY + oby + 15))
return TRUE;
}
if (bits & HIT_POS_EDGE)
{
for (i = 0; i < 4; i++)
- if (ReadPixel(drawto,
- SX + obx + 31 * (i % 2),
- SY + oby + 31 * (i / 2)) == pen_ray)
+ if (CheckLaserPixel(SX + obx + 31 * (i % 2),
+ SY + oby + 31 * (i / 2)))
return TRUE;
}
if (bits & HIT_POS_BETWEEN)
{
for (i = 0; i < 4; i++)
- if (ReadPixel(drawto,
- SX + 4 + obx + 22 * (i % 2),
- SY + 4 + oby + 22 * (i / 2)) == pen_ray)
+ if (CheckLaserPixel(SX + 4 + obx + 22 * (i % 2),
+ SY + 4 + oby + 22 * (i / 2)))
return TRUE;
}
static void GameActions_MM_Ext(struct MouseActionInfo action, boolean warp_mode)
{
- static unsigned int pacman_delay = 0;
- static unsigned int energy_delay = 0;
- static unsigned int overload_delay = 0;
int element;
int x, y, i;
if (FrameReached(&energy_delay, ENERGY_DELAY))
{
- game_mm.energy_left--;
- if (game_mm.energy_left >= 0)
+ if (game_mm.energy_left > 0)
{
+ game_mm.energy_left--;
+
#if 0
BlitBitmap(pix[PIX_DOOR], drawto,
DOOR_GFX_PAGEX5 + XX_ENERGY, DOOR_GFX_PAGEY1 + YY_ENERGY,
#endif
redraw_mask |= REDRAW_DOOR_1;
}
- else if (setup.time_limit)
+ else if (setup.time_limit && !game_mm.game_over)
{
int i;
}
StopSound_MM(SND_MM_GAME_HEALTH_CHARGING);
+#if 0
FadeMusic();
+#endif
DrawLaser(0, DL_LASER_DISABLED);
game_mm.game_over = TRUE;
game_mm.game_over_cause = GAME_OVER_NO_ENERGY;
+ SetTileCursorActive(FALSE);
+
+ game.restart_game_message = "Out of magic energy ! Play it again ?";
+
#if 0
if (Request("Out of magic energy ! Play it again ?",
REQ_ASK | REQ_STAY_CLOSED))
game_mm.game_over = TRUE;
game_mm.game_over_cause = GAME_OVER_OVERLOADED;
+ SetTileCursorActive(FALSE);
+
+ game.restart_game_message = "Magic spell hit Mc Duffin ! Play it again ?";
+
#if 0
if (Request("Magic spell hit Mc Duffin ! Play it again ?",
REQ_ASK | REQ_STAY_CLOSED))
CT -= Ct;
- if (element == EL_BOMB && CT > 75)
+ if (element == EL_BOMB && CT > native_mm_level.time_bomb)
{
if (game_mm.cheat_no_explosion)
return;
return;
}
- if (element == EL_FUSE_ON && CT > 25)
+ if (element == EL_FUSE_ON && CT > native_mm_level.time_fuse)
{
laser.fuse_off = TRUE;
laser.fuse_x = ELX;
DrawGraphic_MM(ELX, ELY, IMG_MM_FUSE);
}
- if (element == EL_BALL_GRAY && CT > 75)
+ if (element == EL_BALL_GRAY && CT > native_mm_level.time_ball)
{
static int new_elements[] =
{
{
if (laser.wall_mask & (1 << i))
{
- if (ReadPixel(drawto,
- SX + ELX * TILEX + 14 + (i % 2) * 2,
- SY + ELY * TILEY + 31 * (i / 2)) == pen_ray)
+ if (CheckLaserPixel(SX + ELX * TILEX + 14 + (i % 2) * 2,
+ SY + ELY * TILEY + 31 * (i / 2)))
break;
- if (ReadPixel(drawto,
- SX + ELX * TILEX + 31 * (i % 2),
- SY + ELY * TILEY + 14 + (i / 2) * 2) == pen_ray)
+
+ if (CheckLaserPixel(SX + ELX * TILEX + 31 * (i % 2),
+ SY + ELY * TILEY + 14 + (i / 2) * 2))
break;
}
}
{
if (laser.wall_mask & (1 << i))
{
- if (ReadPixel(drawto,
- SX + ELX * TILEX + 31 * (i % 2),
- SY + ELY * TILEY + 31 * (i / 2)) == pen_ray)
+ if (CheckLaserPixel(SX + ELX * TILEX + 31 * (i % 2),
+ SY + ELY * TILEY + 31 * (i / 2)))
break;
}
}
if (laser.num_beamers > 0 ||
k1 < 1 || k2 < 4 || k3 < 4 ||
- ReadPixel(drawto, SX + ELX * TILEX + 14, SY + ELY * TILEY + 14)
- == pen_ray)
+ CheckLaserPixel(SX + ELX * TILEX + 14,
+ SY + ELY * TILEY + 14))
{
laser.num_edges = r;
laser.num_damages = d;
}
if ((element == EL_BLOCK_WOOD || element == EL_BLOCK_STONE) &&
- laser.stops_inside_element && CT > 75)
+ laser.stops_inside_element && CT > native_mm_level.time_block)
{
int x, y;
int k;
void GameActions_MM(struct MouseActionInfo action, boolean warp_mode)
{
- ClickElement(action.lx, action.ly, action.button);
+ boolean element_clicked = ClickElement(action.lx, action.ly, action.button);
+ boolean button_released = (action.button == MB_RELEASED);
GameActions_MM_Ext(action, warp_mode);
+
+ CheckSingleStepMode_MM(element_clicked, button_released);
}
void MovePacMen()
{
- static int p = -1;
int mx, my, ox, oy, nx, ny;
int element;
int l;
- if (++p >= game_mm.num_pacman)
- p = 0;
+ if (++pacman_nr >= game_mm.num_pacman)
+ pacman_nr = 0;
- game_mm.pacman[p].dir--;
+ game_mm.pacman[pacman_nr].dir--;
for (l = 1; l < 5; l++)
{
- game_mm.pacman[p].dir++;
+ game_mm.pacman[pacman_nr].dir++;
- if (game_mm.pacman[p].dir > 4)
- game_mm.pacman[p].dir = 1;
+ if (game_mm.pacman[pacman_nr].dir > 4)
+ game_mm.pacman[pacman_nr].dir = 1;
- if (game_mm.pacman[p].dir % 2)
+ if (game_mm.pacman[pacman_nr].dir % 2)
{
mx = 0;
- my = game_mm.pacman[p].dir - 2;
+ my = game_mm.pacman[pacman_nr].dir - 2;
}
else
{
my = 0;
- mx = 3 - game_mm.pacman[p].dir;
+ mx = 3 - game_mm.pacman[pacman_nr].dir;
}
- ox = game_mm.pacman[p].x;
- oy = game_mm.pacman[p].y;
+ ox = game_mm.pacman[pacman_nr].x;
+ oy = game_mm.pacman[pacman_nr].y;
nx = ox + mx;
ny = oy + my;
element = Feld[nx][ny];
Feld[ox][oy] = EL_EMPTY;
Feld[nx][ny] =
EL_PACMAN_RIGHT - 1 +
- (game_mm.pacman[p].dir - 1 +
- (game_mm.pacman[p].dir % 2) * 2);
+ (game_mm.pacman[pacman_nr].dir - 1 +
+ (game_mm.pacman[pacman_nr].dir % 2) * 2);
- game_mm.pacman[p].x = nx;
- game_mm.pacman[p].y = ny;
+ game_mm.pacman[pacman_nr].x = nx;
+ game_mm.pacman[pacman_nr].y = ny;
DrawGraphic_MM(ox, oy, IMG_EMPTY);
if (!setup.sound_loops)
PlaySoundStereo(SND_SIRR, SOUND_MAX_RIGHT);
if (TimePlayed < 999 && !(TimePlayed % 10))
- RaiseScore_MM(native_mm_level.score[SC_ZEITBONUS]);
+ RaiseScore_MM(native_mm_level.score[SC_TIME_BONUS]);
if (TimePlayed < 900 && !(TimePlayed % 10))
TimePlayed += 10;
else
switch(element)
{
case EL_PACMAN:
+ case EL_PACMAN_RIGHT:
+ case EL_PACMAN_UP:
+ case EL_PACMAN_LEFT:
+ case EL_PACMAN_DOWN:
RaiseScore_MM(native_mm_level.score[SC_PACMAN]);
break;
RaiseScore_MM(native_mm_level.score[SC_KEY]);
break;
+ case EL_KETTLE:
+ case EL_CELL:
+ RaiseScore_MM(native_mm_level.score[SC_COLLECTIBLE]);
+ break;
+
+ case EL_LIGHTBALL:
+ RaiseScore_MM(native_mm_level.score[SC_LIGHTBALL]);
+ break;
+
default:
break;
}
}
+
+
+/* ------------------------------------------------------------------------- */
+/* Mirror Magic game engine snapshot handling functions */
+/* ------------------------------------------------------------------------- */
+
+void SaveEngineSnapshotValues_MM(ListNode **buffers)
+{
+ int x, y;
+
+ engine_snapshot_mm.game_mm = game_mm;
+ engine_snapshot_mm.laser = laser;
+
+ for (x = 0; x < MAX_PLAYFIELD_WIDTH; x++)
+ {
+ for (y = 0; y < MAX_PLAYFIELD_HEIGHT; y++)
+ {
+ engine_snapshot_mm.Ur[x][y] = Ur[x][y];
+ engine_snapshot_mm.Hit[x][y] = Hit[x][y];
+ engine_snapshot_mm.Box[x][y] = Box[x][y];
+ engine_snapshot_mm.Angle[x][y] = Angle[x][y];
+ engine_snapshot_mm.Frame[x][y] = Frame[x][y];
+ }
+ }
+
+ engine_snapshot_mm.LX = LX;
+ engine_snapshot_mm.LY = LY;
+ engine_snapshot_mm.XS = XS;
+ engine_snapshot_mm.YS = YS;
+ engine_snapshot_mm.ELX = ELX;
+ engine_snapshot_mm.ELY = ELY;
+ engine_snapshot_mm.CT = CT;
+ engine_snapshot_mm.Ct = Ct;
+
+ engine_snapshot_mm.last_LX = last_LX;
+ engine_snapshot_mm.last_LY = last_LY;
+ engine_snapshot_mm.last_hit_mask = last_hit_mask;
+ engine_snapshot_mm.hold_x = hold_x;
+ engine_snapshot_mm.hold_y = hold_y;
+ engine_snapshot_mm.pacman_nr = pacman_nr;
+
+ engine_snapshot_mm.rotate_delay = rotate_delay;
+ engine_snapshot_mm.pacman_delay = pacman_delay;
+ engine_snapshot_mm.energy_delay = energy_delay;
+ engine_snapshot_mm.overload_delay = overload_delay;
+}
+
+void LoadEngineSnapshotValues_MM()
+{
+ int x, y;
+
+ /* stored engine snapshot buffers already restored at this point */
+
+ game_mm = engine_snapshot_mm.game_mm;
+ laser = engine_snapshot_mm.laser;
+
+ for (x = 0; x < MAX_PLAYFIELD_WIDTH; x++)
+ {
+ for (y = 0; y < MAX_PLAYFIELD_HEIGHT; y++)
+ {
+ Ur[x][y] = engine_snapshot_mm.Ur[x][y];
+ Hit[x][y] = engine_snapshot_mm.Hit[x][y];
+ Box[x][y] = engine_snapshot_mm.Box[x][y];
+ Angle[x][y] = engine_snapshot_mm.Angle[x][y];
+ Frame[x][y] = engine_snapshot_mm.Frame[x][y];
+ }
+ }
+
+ LX = engine_snapshot_mm.LX;
+ LY = engine_snapshot_mm.LY;
+ XS = engine_snapshot_mm.XS;
+ YS = engine_snapshot_mm.YS;
+ ELX = engine_snapshot_mm.ELX;
+ ELY = engine_snapshot_mm.ELY;
+ CT = engine_snapshot_mm.CT;
+ Ct = engine_snapshot_mm.Ct;
+
+ last_LX = engine_snapshot_mm.last_LX;
+ last_LY = engine_snapshot_mm.last_LY;
+ last_hit_mask = engine_snapshot_mm.last_hit_mask;
+ hold_x = engine_snapshot_mm.hold_x;
+ hold_y = engine_snapshot_mm.hold_y;
+ pacman_nr = engine_snapshot_mm.pacman_nr;
+
+ rotate_delay = engine_snapshot_mm.rotate_delay;
+ pacman_delay = engine_snapshot_mm.pacman_delay;
+ energy_delay = engine_snapshot_mm.energy_delay;
+ overload_delay = engine_snapshot_mm.overload_delay;
+
+ RedrawPlayfield_MM(TRUE);
+}
+
+static int getAngleFromTouchDelta(int dx, int dy, int base)
+{
+ double pi = 3.141592653;
+ double rad = atan2((double)-dy, (double)dx);
+ double rad2 = (rad < 0 ? rad + 2 * pi : rad);
+ double deg = rad2 * 180.0 / pi;
+
+ return (int)(deg * base / 360.0 + 0.5) % base;
+}
+
+int getButtonFromTouchPosition(int x, int y, int dst_mx, int dst_my)
+{
+ // calculate start (source) position to be at the middle of the tile
+ int src_mx = SX + x * TILESIZE_VAR + TILESIZE_VAR / 2;
+ int src_my = SY + y * TILESIZE_VAR + TILESIZE_VAR / 2;
+ int dx = dst_mx - src_mx;
+ int dy = dst_my - src_my;
+ int element;
+ int base = 16;
+ int phases = 16;
+ int angle_old = -1;
+ int angle_new = -1;
+ int button = 0;
+ int i;
+
+ if (!IN_LEV_FIELD(x, y))
+ return 0;
+
+ element = Feld[x][y];
+
+ if (!IS_MCDUFFIN(element) &&
+ !IS_MIRROR(element) &&
+ !IS_BEAMER(element) &&
+ !IS_POLAR(element) &&
+ !IS_POLAR_CROSS(element) &&
+ !IS_DF_MIRROR(element))
+ return 0;
+
+ angle_old = get_element_angle(element);
+
+ if (IS_MCDUFFIN(element))
+ {
+ angle_new = (dx > 0 && ABS(dy) < ABS(dx) ? ANG_RAY_RIGHT :
+ dy < 0 && ABS(dx) < ABS(dy) ? ANG_RAY_UP :
+ dx < 0 && ABS(dy) < ABS(dx) ? ANG_RAY_LEFT :
+ dy > 0 && ABS(dx) < ABS(dy) ? ANG_RAY_DOWN :
+ -1);
+ }
+ else if (IS_MIRROR(element) ||
+ IS_DF_MIRROR(element))
+ {
+ for (i = 0; i < laser.num_damages; i++)
+ {
+ if (laser.damage[i].x == x &&
+ laser.damage[i].y == y &&
+ ObjHit(x, y, HIT_POS_CENTER))
+ {
+ angle_old = get_mirrored_angle(laser.damage[i].angle, angle_old);
+ angle_new = getAngleFromTouchDelta(dx, dy, base) % phases;
+
+ break;
+ }
+ }
+ }
+
+ if (angle_new == -1)
+ {
+ if (IS_MIRROR(element) ||
+ IS_DF_MIRROR(element) ||
+ IS_POLAR(element))
+ base = 32;
+
+ if (IS_POLAR_CROSS(element))
+ phases = 4;
+
+ angle_new = getAngleFromTouchDelta(dx, dy, base) % phases;
+ }
+
+ button = (angle_new == angle_old ? 0 :
+ (angle_new - angle_old + phases) % phases < (phases / 2) ?
+ MB_LEFTBUTTON : MB_RIGHTBUTTON);
+
+ return button;
+}