#define EL_MM_RUNTIME_START_NATIVE 500
#define EL_MM_RUNTIME_END_NATIVE 504
-#define EL_MM_DUMMY_START_NATIVE 700
-#define EL_MM_DUMMY_END_NATIVE 709
-
// elements to be specially mapped
#define EL_MM_EMPTY_NATIVE 0
#define EL_DF_EMPTY_NATIVE 304
int fuse_x, fuse_y;
int dest_element;
+ int dest_element_last;
+ int dest_element_last_x;
+ int dest_element_last_y;
boolean stops_inside_element;
boolean redraw;
short Hit[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
short Box[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
short Angle[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
- short Frame[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
short LX,LY, XS,YS, ELX,ELY;
short CT,Ct;
extern short Ur[MM_MAX_PLAYFIELD_WIDTH][MM_MAX_PLAYFIELD_HEIGHT];
void mm_open_all(void);
-void mm_close_all(void);
void InitElementProperties_MM(void);
void InitGameEngine_MM(void);
void InitGameActions_MM(void);
-void GameActions_MM(struct MouseActionInfo, boolean);
+void GameActions_MM(struct MouseActionInfo);
void DrawLaser_MM(void);
void DrawTileCursor_MM(int, boolean);
void RedrawPlayfield_MM(void);
void LoadEngineSnapshotValues_MM(void);
-void SaveEngineSnapshotValues_MM(ListNode **);
+void SaveEngineSnapshotValues_MM(void);
int getButtonFromTouchPosition(int, int, int, int);