From 2da0cf37374833d0f09e69da0c74135a5f2f0132 Mon Sep 17 00:00:00 2001 From: Holger Schemel Date: Mon, 20 Nov 2017 21:05:28 +0100 Subject: [PATCH] completed game engine snapshot values to save/load for MM game engine --- src/game_mm/export.h | 20 ++++++++++ src/game_mm/mm_game.c | 91 +++++++++++++++++++++++++++++++++++++++++++ src/game_mm/mm_init.c | 19 --------- 3 files changed, 111 insertions(+), 19 deletions(-) diff --git a/src/game_mm/export.h b/src/game_mm/export.h index f48cd473..65d2e3a5 100644 --- a/src/game_mm/export.h +++ b/src/game_mm/export.h @@ -185,6 +185,26 @@ struct GraphicInfo_MM struct EngineSnapshotInfo_MM { struct GameInfo_MM game_mm; + + struct LaserInfo laser; + + short Ur[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT]; + 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; + + int last_LX, last_LY, last_hit_mask; + int hold_x, hold_y; + int pacman_nr; + + unsigned int rotate_delay; + unsigned int pacman_delay; + unsigned int energy_delay; + unsigned int overload_delay; }; diff --git a/src/game_mm/mm_game.c b/src/game_mm/mm_game.c index 0e9496e6..19439a84 100644 --- a/src/game_mm/mm_game.c +++ b/src/game_mm/mm_game.c @@ -4192,3 +4192,94 @@ void RaiseScoreElement_MM(int element) 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); +} diff --git a/src/game_mm/mm_init.c b/src/game_mm/mm_init.c index 85bf271a..73ab232d 100644 --- a/src/game_mm/mm_init.c +++ b/src/game_mm/mm_init.c @@ -243,22 +243,3 @@ void mm_open_all() void mm_close_all() { } - - -/* ------------------------------------------------------------------------- */ -/* Mirror Magic game engine snapshot handling functions */ -/* ------------------------------------------------------------------------- */ - -void SaveEngineSnapshotValues_MM(ListNode **buffers) -{ - engine_snapshot_mm.game_mm = game_mm; -} - -void LoadEngineSnapshotValues_MM() -{ - /* stored engine snapshot buffers already restored at this point */ - - game_mm = engine_snapshot_mm.game_mm; - - RedrawPlayfield_MM(TRUE); -} -- 2.34.1