* handle input from x11 and keyboard and joystick
*/
-#include "global.h"
-#include "display.h"
-#include "level.h"
+#include "main_em.h"
-unsigned long Random;
+unsigned long RandomEM;
-struct PLAYER ply1;
-struct PLAYER ply2;
struct LEVEL lev;
+struct PLAYER ply[MAX_PLAYERS];
-unsigned short **Boom;
-unsigned short **Cave;
-unsigned short **Next;
-unsigned short **Draw;
+short **Boom;
+short **Cave;
+short **Next;
+short **Draw;
-static unsigned short *Index[4][HEIGHT];
-static unsigned short Array[4][HEIGHT][WIDTH];
+static short *Index[4][HEIGHT];
+static short Array[4][HEIGHT][WIDTH];
-extern unsigned int screen_x;
-extern unsigned int screen_y;
+extern int screen_x;
+extern int screen_y;
void game_init_vars(void)
{
int x, y;
- Random = 1684108901;
+ RandomEM = 1684108901;
for (y = 0; y < HEIGHT; y++)
for (x = 0; x < WIDTH; x++)
game_animscreen();
}
-void GameActions_EM(byte action)
+void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
{
- static unsigned long game_frame_delay = 0;
-#if 1
- unsigned long game_frame_delay_value = getGameFrameDelay_EM(20);
-#else
- unsigned long game_frame_delay_value = getGameFrameDelay_EM(25);
-#endif
-
-#if 0
- /* this is done in screens.c/HandleGameActions() by calling BackToFront() */
- XSync(display, False); /* block until all graphics are drawn */
-#endif
-
- WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
+ int i;
game_animscreen();
- Random = Random * 129 + 1;
+ RandomEM = RandomEM * 129 + 1;
frame = (frame - 1) & 7;
- readjoy(action);
+ for (i = 0; i < MAX_PLAYERS; i++)
+ readjoy(action[i], &ply[i]);
UpdateEngineValues(screen_x / TILEX, screen_y / TILEY);
synchro_3();
sound_play();
- if (game_frame_delay_value > 0) /* do not redraw values in warp mode */
+ if (!warp_mode) /* do not redraw values in warp mode */
DrawGameDoorValues_EM();
}
}
-
/* read input device for players */
-void readjoy(byte action)
+void readjoy(byte action, struct PLAYER *ply)
{
- unsigned int north = 0, east = 0, south = 0, west = 0, fire = 0;
+ int north = 0, east = 0, south = 0, west = 0;
+ int snap = 0, drop = 0;
if (action & JOY_LEFT)
west = 1;
south = 1;
if (action & JOY_BUTTON_1)
- fire = 1;
+ snap = 1;
-#if 1
- ply1.joy_fire = fire;
- if (ply1.joy_stick || (north | east | south | west))
- {
- ply1.joy_n = north;
- ply1.joy_e = east;
- ply1.joy_s = south;
- ply1.joy_w = west;
- }
-#else
- ply2.joy_fire = fire;
- if (ply2.joy_stick || (north | east | south | west))
+ if (action & JOY_BUTTON_2)
+ drop = 1;
+
+ ply->joy_snap = snap;
+ ply->joy_drop = drop;
+
+ if (ply->joy_stick || (north | east | south | west))
{
- ply2.joy_n = north;
- ply2.joy_e = east;
- ply2.joy_s = south;
- ply2.joy_w = west;
+ ply->joy_n = north;
+ ply->joy_e = east;
+ ply->joy_s = south;
+ ply->joy_w = west;
}
-#endif
}