+
+
+// ----------------------------------------------------------------------------
+// Mirror Magic game engine snapshot handling functions
+// ----------------------------------------------------------------------------
+
+void SaveEngineSnapshotValues_MM(void)
+{
+ 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(void)
+{
+ 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();
+}
+
+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 = cSX + x * TILESIZE_VAR + TILESIZE_VAR / 2;
+ int src_my = cSY + 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 = Tile[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;
+}