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changed order of some game elements in EM engine
[rocksndiamonds.git]
/
src
/
game_em
/
input.c
diff --git
a/src/game_em/input.c
b/src/game_em/input.c
index 3883bbda97a3bf0fadaf3ecda9eb4f75dd1c6d9d..7eccf546178f894186ff1f0e9240cbcc70708e9e 100644
(file)
--- a/
src/game_em/input.c
+++ b/
src/game_em/input.c
@@
-8,7
+8,8
@@
unsigned int RandomEM;
unsigned int RandomEM;
-struct LEVEL lev;
+struct CAVE cav;
+struct LOGIC lev;
struct PLAYER ply[MAX_PLAYERS];
extern int screen_x;
struct PLAYER ply[MAX_PLAYERS];
extern int screen_x;
@@
-16,32
+17,35
@@
extern int screen_y;
struct EngineSnapshotInfo_EM engine_snapshot_em;
struct EngineSnapshotInfo_EM engine_snapshot_em;
-void game_init_
vars
(void)
+void game_init_
random
(void)
{
{
- int x, y;
-
RandomEM = 1684108901;
RandomEM = 1684108901;
+}
+
+void game_init_cave_buffers(void)
+{
+ int x, y;
- for (y = 0; y < CAVE_HEIGHT; y++)
- for (x = 0; x < CAVE_WIDTH; x++)
+ for (y = 0; y < CAVE_
BUFFER_
HEIGHT; y++)
+ for (x = 0; x < CAVE_
BUFFER_
WIDTH; x++)
lev.cavebuf[x][y] = Zborder;
lev.cavebuf[x][y] = Zborder;
- for (y = 0; y < CAVE_HEIGHT; y++)
- for (x = 0; x < CAVE_WIDTH; x++)
+ for (y = 0; y < CAVE_
BUFFER_
HEIGHT; y++)
+ for (x = 0; x < CAVE_
BUFFER_
WIDTH; x++)
lev.nextbuf[x][y] = Zborder;
lev.nextbuf[x][y] = Zborder;
- for (y = 0; y < CAVE_HEIGHT; y++)
- for (x = 0; x < CAVE_WIDTH; x++)
+ for (y = 0; y < CAVE_
BUFFER_
HEIGHT; y++)
+ for (x = 0; x < CAVE_
BUFFER_
WIDTH; x++)
lev.drawbuf[x][y] = Zborder;
lev.drawbuf[x][y] = Zborder;
- for (y = 0; y < CAVE_HEIGHT; y++)
- for (x = 0; x < CAVE_WIDTH; x++)
+ for (y = 0; y < CAVE_
BUFFER_
HEIGHT; y++)
+ for (x = 0; x < CAVE_
BUFFER_
WIDTH; x++)
lev.boombuf[x][y] = Xblank;
lev.boombuf[x][y] = Xblank;
- for (x = 0; x < CAVE_WIDTH; x++)
+ for (x = 0; x < CAVE_
BUFFER_
WIDTH; x++)
lev.cavecol[x] = lev.cavebuf[x];
lev.cavecol[x] = lev.cavebuf[x];
- for (x = 0; x < CAVE_WIDTH; x++)
+ for (x = 0; x < CAVE_
BUFFER_
WIDTH; x++)
lev.nextcol[x] = lev.nextbuf[x];
lev.nextcol[x] = lev.nextbuf[x];
- for (x = 0; x < CAVE_WIDTH; x++)
+ for (x = 0; x < CAVE_
BUFFER_
WIDTH; x++)
lev.drawcol[x] = lev.drawbuf[x];
lev.drawcol[x] = lev.drawbuf[x];
- for (x = 0; x < CAVE_WIDTH; x++)
+ for (x = 0; x < CAVE_
BUFFER_
WIDTH; x++)
lev.boomcol[x] = lev.boombuf[x];
lev.cave = lev.cavecol;
lev.boomcol[x] = lev.boombuf[x];
lev.cave = lev.cavecol;
@@
-79,13
+83,13
@@
void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
if (frame == 7)
{
if (frame == 7)
{
- logic_
1
();
- logic_
2
();
+ logic_
players
();
+ logic_
objects
();
}
if (frame == 6)
{
}
if (frame == 6)
{
- logic_
3
();
+ logic_
globals
();
UpdateGameDoorValues_EM();
}
UpdateGameDoorValues_EM();
}