-/* 2000-08-13T15:29:40Z
- *
- * handle input from x11 and keyboard and joystick
- */
-
-#include "main_em.h"
-
-
-unsigned int RandomEM;
-
-struct LEVEL lev;
-struct PLAYER ply[MAX_PLAYERS];
-
-short **Boom;
-short **Cave;
-short **Next;
-short **Draw;
-
-static short *Index[4][WIDTH];
-static short Array[4][WIDTH][HEIGHT];
-
-extern int screen_x;
-extern int screen_y;
-
-struct EngineSnapshotInfo_EM engine_snapshot_em;
-
-void game_init_vars(void)
-{
- int x, y;
-
- RandomEM = 1684108901;
-
- for (y = 0; y < HEIGHT; y++)
- for (x = 0; x < WIDTH; x++)
- Array[0][x][y] = Zborder;
- for (y = 0; y < HEIGHT; y++)
- for (x = 0; x < WIDTH; x++)
- Array[1][x][y] = Zborder;
- for (y = 0; y < HEIGHT; y++)
- for (x = 0; x < WIDTH; x++)
- Array[2][x][y] = Zborder;
- for (y = 0; y < HEIGHT; y++)
- for (x = 0; x < WIDTH; x++)
- Array[3][x][y] = Xblank;
-
- for (x = 0; x < WIDTH; x++)
- Index[0][x] = Array[0][x];
- for (x = 0; x < WIDTH; x++)
- Index[1][x] = Array[1][x];
- for (x = 0; x < WIDTH; x++)
- Index[2][x] = Array[2][x];
- for (x = 0; x < WIDTH; x++)
- Index[3][x] = Array[3][x];
-
- Cave = Index[0];
- Next = Index[1];
- Draw = Index[2];
- Boom = Index[3];
-}
-
-void InitGameEngine_EM(void)
-{
- prepare_em_level();
-
- game_initscreen();
-
- RedrawPlayfield_EM(FALSE);
-}
-
-static void UpdateGameDoorValues_EM(void)
-{
-}
-
-void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
-{
- int i;
- boolean any_player_dropping = FALSE;
-
- RandomEM = RandomEM * 129 + 1;
-
- frame = (frame - 1) & 7;
-
- for (i = 0; i < MAX_PLAYERS; i++)
- readjoy(action[i], &ply[i]);
-
- UpdateEngineValues(screen_x / TILEX, screen_y / TILEY, ply[0].x, ply[0].y);
-
- if (frame == 7)
- {
- synchro_1();
- synchro_2();
- }
-
- if (frame == 6)
- {
- synchro_3();
-
- UpdateGameDoorValues_EM();
- }
-
- for (i = 0; i < MAX_PLAYERS; i++)
- if (ply[i].joy_drop &&
- ply[i].dynamite &&
- ply[i].dynamite_cnt > 0 &&
- ply[i].dynamite_cnt < 5)
- any_player_dropping = TRUE;
-
- CheckSingleStepMode_EM(action, frame, game_em.any_player_moving,
- game_em.any_player_snapping, any_player_dropping);
-
- RedrawPlayfield_EM(FALSE);
-}
-
-/* read input device for players */
-
-void readjoy(byte action, struct PLAYER *ply)
-{
- int north = 0, east = 0, south = 0, west = 0;
- int snap = 0, drop = 0;
-
- if (game_em.use_single_button && action & (JOY_BUTTON_1 | JOY_BUTTON_2))
- action |= JOY_BUTTON_1 | JOY_BUTTON_2;
-
- if (action & JOY_LEFT)
- west = 1;
-
- if (action & JOY_RIGHT)
- east = 1;
-
- if (action & JOY_UP)
- north = 1;
-
- if (action & JOY_DOWN)
- south = 1;
-
- if (action & JOY_BUTTON_1)
- snap = 1;
-
- if (action & JOY_BUTTON_2)
- drop = 1;
-
- /* always update drop action */
- ply->joy_drop = drop;
-
- if (ply->joy_stick || (north | east | south | west)) /* (no "| snap"!) */
- {
- ply->joy_n = north;
- ply->joy_e = east;
- ply->joy_s = south;
- ply->joy_w = west;
-
- /* when storing last action, only update snap action with direction */
- /* (prevents clearing direction if snapping stopped before frame 7) */
- ply->joy_snap = snap;
- }
-
- /* if no direction was stored before, allow setting snap to current state */
- if (!ply->joy_n &&
- !ply->joy_e &&
- !ply->joy_s &&
- !ply->joy_w)
- ply->joy_snap = snap;
-
- /* use bug with snap key (mainly TAS keys) sometimes moving the player */
- if (game_em.use_snap_key_bug)
- ply->joy_snap = snap;
-}
-
-void SaveEngineSnapshotValues_EM(void)
-{
- int i, j, k;
-
- engine_snapshot_em.game_em = game_em;
- engine_snapshot_em.lev = lev;
-
- engine_snapshot_em.RandomEM = RandomEM;
- engine_snapshot_em.frame = frame;
-
- engine_snapshot_em.screen_x = screen_x;
- engine_snapshot_em.screen_y = screen_y;
-
- engine_snapshot_em.Boom = Boom;
- engine_snapshot_em.Cave = Cave;
- engine_snapshot_em.Next = Next;
- engine_snapshot_em.Draw = Draw;
-
- for (i = 0; i < 4; i++)
- engine_snapshot_em.ply[i] = ply[i];
-
- for (i = 0; i < 4; i++)
- for (j = 0; j < HEIGHT; j++)
- for (k = 0; k < WIDTH; k++)
- engine_snapshot_em.Array[i][k][j] = Array[i][k][j];
-}
-
-void LoadEngineSnapshotValues_EM(void)
-{
- int i, j, k;
-
- game_em = engine_snapshot_em.game_em;
- lev = engine_snapshot_em.lev;
-
- RandomEM = engine_snapshot_em.RandomEM;
- frame = engine_snapshot_em.frame;
-
- screen_x = engine_snapshot_em.screen_x;
- screen_y = engine_snapshot_em.screen_y;
-
- Boom = engine_snapshot_em.Boom;
- Cave = engine_snapshot_em.Cave;
- Next = engine_snapshot_em.Next;
- Draw = engine_snapshot_em.Draw;
-
- for (i = 0; i < 4; i++)
- ply[i] = engine_snapshot_em.ply[i];
-
- for (i = 0; i < 4; i++)
- for (j = 0; j < HEIGHT; j++)
- for (k = 0; k < WIDTH; k++)
- Array[i][k][j] = engine_snapshot_em.Array[i][k][j];
-}