1 /* 2000-08-13T15:29:40Z
3 * handle input from x11 and keyboard and joystick
12 struct PLAYER ply[MAX_PLAYERS];
19 static short *Index[4][HEIGHT];
20 static short Array[4][HEIGHT][WIDTH];
25 struct EngineSnapshotInfo_EM engine_snapshot_em;
27 void game_init_vars(void)
31 RandomEM = 1684108901;
33 for (y = 0; y < HEIGHT; y++)
34 for (x = 0; x < WIDTH; x++)
35 Array[0][y][x] = ZBORDER;
36 for (y = 0; y < HEIGHT; y++)
37 for (x = 0; x < WIDTH; x++)
38 Array[1][y][x] = ZBORDER;
39 for (y = 0; y < HEIGHT; y++)
40 for (x = 0; x < WIDTH; x++)
41 Array[2][y][x] = ZBORDER;
42 for (y = 0; y < HEIGHT; y++)
43 for (x = 0; x < WIDTH; x++)
44 Array[3][y][x] = Xblank;
46 for (y = 0; y < HEIGHT; y++)
47 Index[0][y] = Array[0][y];
48 for (y = 0; y < HEIGHT; y++)
49 Index[1][y] = Array[1][y];
50 for (y = 0; y < HEIGHT; y++)
51 Index[2][y] = Array[2][y];
52 for (y = 0; y < HEIGHT; y++)
53 Index[3][y] = Array[3][y];
61 void InitGameEngine_EM()
69 void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
72 boolean player_is_dropping = FALSE;
74 RandomEM = RandomEM * 129 + 1;
76 frame = (frame - 1) & 7;
78 for (i = 0; i < MAX_PLAYERS; i++)
79 readjoy(action[i], &ply[i]);
81 UpdateEngineValues(screen_x / TILEX, screen_y / TILEY);
94 if (!warp_mode) /* do not redraw values in warp mode */
95 DrawGameDoorValues_EM();
98 for (i = 0; i < MAX_PLAYERS; i++)
99 if (ply[i].joy_drop &&
101 ply[i].dynamite_cnt > 0 &&
102 ply[i].dynamite_cnt < 5)
103 player_is_dropping = TRUE;
105 CheckSingleStepMode_EM(action, frame, game_em.any_player_moving,
113 /* read input device for players */
115 void readjoy(byte action, struct PLAYER *ply)
117 int north = 0, east = 0, south = 0, west = 0;
118 int snap = 0, drop = 0;
120 if (action & JOY_LEFT)
123 if (action & JOY_RIGHT)
129 if (action & JOY_DOWN)
132 if (action & JOY_BUTTON_1)
135 if (action & JOY_BUTTON_2)
138 ply->joy_snap = snap;
139 ply->joy_drop = drop;
141 if (ply->joy_stick || (north | east | south | west))
150 void SaveEngineSnapshotValues_EM()
154 engine_snapshot_em.game_em = game_em;
155 engine_snapshot_em.lev = lev;
157 engine_snapshot_em.RandomEM = RandomEM;
158 engine_snapshot_em.frame = frame;
160 engine_snapshot_em.screen_x = screen_x;
161 engine_snapshot_em.screen_y = screen_y;
163 engine_snapshot_em.Boom = Boom;
164 engine_snapshot_em.Cave = Cave;
165 engine_snapshot_em.Next = Next;
166 engine_snapshot_em.Draw = Draw;
168 for (i = 0; i < 4; i++)
169 engine_snapshot_em.ply[i] = ply[i];
171 for (i = 0; i < 4; i++)
172 for (j = 0; j < HEIGHT; j++)
173 for (k = 0; k < WIDTH; k++)
174 engine_snapshot_em.Array[i][j][k] = Array[i][j][k];
177 void LoadEngineSnapshotValues_EM()
181 game_em = engine_snapshot_em.game_em;
182 lev = engine_snapshot_em.lev;
184 RandomEM = engine_snapshot_em.RandomEM;
185 frame = engine_snapshot_em.frame;
187 screen_x = engine_snapshot_em.screen_x;
188 screen_y = engine_snapshot_em.screen_y;
190 Boom = engine_snapshot_em.Boom;
191 Cave = engine_snapshot_em.Cave;
192 Next = engine_snapshot_em.Next;
193 Draw = engine_snapshot_em.Draw;
195 for (i = 0; i < 4; i++)
196 ply[i] = engine_snapshot_em.ply[i];
198 for (i = 0; i < 4; i++)
199 for (j = 0; j < HEIGHT; j++)
200 for (k = 0; k < WIDTH; k++)
201 Array[i][j][k] = engine_snapshot_em.Array[i][j][k];