-/* 2000-08-13T15:29:40Z
- *
- * handle input from x11 and keyboard and joystick
- */
-
-#include "global.h"
-#include "display.h"
-#include "level.h"
-
-
-unsigned long RandomEM;
-
-struct LEVEL lev;
-struct PLAYER ply[MAX_PLAYERS];
-
-unsigned short **Boom;
-unsigned short **Cave;
-unsigned short **Next;
-unsigned short **Draw;
-
-static unsigned short *Index[4][HEIGHT];
-static unsigned short Array[4][HEIGHT][WIDTH];
-
-extern unsigned int screen_x;
-extern unsigned int screen_y;
-
-void game_init_vars(void)
-{
- int x, y;
-
- RandomEM = 1684108901;
-
- for (y = 0; y < HEIGHT; y++)
- for (x = 0; x < WIDTH; x++)
- Array[0][y][x] = ZBORDER;
- for (y = 0; y < HEIGHT; y++)
- for (x = 0; x < WIDTH; x++)
- Array[1][y][x] = ZBORDER;
- for (y = 0; y < HEIGHT; y++)
- for (x = 0; x < WIDTH; x++)
- Array[2][y][x] = ZBORDER;
- for (y = 0; y < HEIGHT; y++)
- for (x = 0; x < WIDTH; x++)
- Array[3][y][x] = Xblank;
-
- for (y = 0; y < HEIGHT; y++)
- Index[0][y] = Array[0][y];
- for (y = 0; y < HEIGHT; y++)
- Index[1][y] = Array[1][y];
- for (y = 0; y < HEIGHT; y++)
- Index[2][y] = Array[2][y];
- for (y = 0; y < HEIGHT; y++)
- Index[3][y] = Array[3][y];
-
- Cave = Index[0];
- Next = Index[1];
- Draw = Index[2];
- Boom = Index[3];
-}
-
-void InitGameEngine_EM()
-{
- prepare_em_level();
-
- game_initscreen();
- game_animscreen();
-}
-
-#if 1
-
-void GameActions_EM(byte action[MAX_PLAYERS])
-{
- 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
- int i;
-
-#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);
-
- game_animscreen();
-
- 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);
-
- if (frame == 7)
- {
- synchro_1();
- synchro_2();
- }
-
- if (frame == 6)
- {
- synchro_3();
- sound_play();
-
- if (game_frame_delay_value > 0) /* do not redraw values in warp mode */
- DrawGameDoorValues_EM();
- }
-
-#if 0
- if (lev.time_initial == 0)
- lev.time++;
- else if (lev.time > 0)
- lev.time--;
-#endif
-
-#if 0
- if (lev.time_initial > 0 &&
- lev.time > 0 && lev.time <= 50 && lev.time % 5 == 0 && setup.time_limit)
- play_sound(-1, -1, SAMPLE_time);
-#endif
-}
-
-#else
-
-void GameActions_EM(byte action)
-{
- 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);
-
- game_animscreen();
-
- RandomEM = RandomEM * 129 + 1;
-
- frame = (frame - 1) & 7;
-
- readjoy(action);
-
- UpdateEngineValues(screen_x / TILEX, screen_y / TILEY);
-
- if (frame == 7)
- {
- synchro_1();
- synchro_2();
- }
-
- if (frame == 6)
- {
- synchro_3();
- sound_play();
-
- if (game_frame_delay_value > 0) /* do not redraw values in warp mode */
- DrawGameDoorValues_EM();
- }
-
-#if 0
- if (lev.time_initial == 0)
- lev.time++;
- else if (lev.time > 0)
- lev.time--;
-#endif
-
-#if 0
- if (lev.time_initial > 0 &&
- lev.time > 0 && lev.time <= 50 && lev.time % 5 == 0 && setup.time_limit)
- play_sound(-1, -1, SAMPLE_time);
-#endif
-}
-
-#endif
-
-
-/* read input device for players */
-
-#if 1
-
-void readjoy(byte action, struct PLAYER *ply)
-{
- unsigned int north = 0, east = 0, south = 0, west = 0;
- unsigned int snap = 0, drop = 0;
-
- 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;
-
- ply->joy_snap = snap;
- ply->joy_drop = drop;
-
- if (ply->joy_stick || (north | east | south | west))
- {
- ply->joy_n = north;
- ply->joy_e = east;
- ply->joy_s = south;
- ply->joy_w = west;
- }
-}
-
-#else
-
-void readjoy(byte action)
-{
- unsigned int north = 0, east = 0, south = 0, west = 0;
- unsigned int snap = 0, drop = 0;
-
- 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;
-
-#if 1
- ply1.joy_snap = snap;
- ply1.joy_drop = drop;
- 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_snap = snap;
- ply2.joy_drop = drop;
- if (ply2.joy_stick || (north | east | south | west))
- {
- ply2.joy_n = north;
- ply2.joy_e = east;
- ply2.joy_s = south;
- ply2.joy_w = west;
- }
-#endif
-}
-
-#endif