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moved cave arrays and pointers for EM engine to level structure
[rocksndiamonds.git]
/
src
/
game_em
/
input.c
diff --git
a/src/game_em/input.c
b/src/game_em/input.c
index 3738b38ba271d4d07cc1216dc479b28d0b9a7e03..9514b1f5d670cd6ac6537dad4ef7391bbaad2502 100644
(file)
--- a/
src/game_em/input.c
+++ b/
src/game_em/input.c
@@
-11,14
+11,6
@@
unsigned int RandomEM;
struct LEVEL lev;
struct PLAYER ply[MAX_PLAYERS];
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;
extern int screen_x;
extern int screen_y;
@@
-32,30
+24,30
@@
void game_init_vars(void)
for (y = 0; y < HEIGHT; y++)
for (x = 0; x < WIDTH; x++)
for (y = 0; y < HEIGHT; y++)
for (x = 0; x < WIDTH; x++)
-
Array[0]
[x][y] = Zborder;
+
lev.cavebuf
[x][y] = Zborder;
for (y = 0; y < HEIGHT; y++)
for (x = 0; x < WIDTH; x++)
for (y = 0; y < HEIGHT; y++)
for (x = 0; x < WIDTH; x++)
-
Array[1]
[x][y] = Zborder;
+
lev.nextbuf
[x][y] = Zborder;
for (y = 0; y < HEIGHT; y++)
for (x = 0; x < WIDTH; x++)
for (y = 0; y < HEIGHT; y++)
for (x = 0; x < WIDTH; x++)
-
Array[2]
[x][y] = Zborder;
+
lev.drawbuf
[x][y] = Zborder;
for (y = 0; y < HEIGHT; y++)
for (x = 0; x < WIDTH; x++)
for (y = 0; y < HEIGHT; y++)
for (x = 0; x < WIDTH; x++)
-
Array[3]
[x][y] = Xblank;
+
lev.boombuf
[x][y] = Xblank;
for (x = 0; x < WIDTH; x++)
for (x = 0; x < WIDTH; x++)
-
Index[0][x] = Array[0]
[x];
+
lev.cavecol[x] = lev.cavebuf
[x];
for (x = 0; x < WIDTH; x++)
for (x = 0; x < WIDTH; x++)
-
Index[1][x] = Array[1]
[x];
+
lev.nextcol[x] = lev.nextbuf
[x];
for (x = 0; x < WIDTH; x++)
for (x = 0; x < WIDTH; x++)
-
Index[2][x] = Array[2]
[x];
+
lev.drawcol[x] = lev.drawbuf
[x];
for (x = 0; x < WIDTH; x++)
for (x = 0; x < WIDTH; x++)
-
Index[3][x] = Array[3]
[x];
+
lev.boomcol[x] = lev.boombuf
[x];
-
Cave = Index[0]
;
-
Next = Index[1]
;
-
Draw = Index[2]
;
-
Boom = Index[3]
;
+
lev.cave = lev.cavecol
;
+
lev.next = lev.nextcol
;
+
lev.draw = lev.drawcol
;
+
lev.boom = lev.boomcol
;
}
void InitGameEngine_EM(void)
}
void InitGameEngine_EM(void)
@@
-168,7
+160,7
@@
void readjoy(byte action, struct PLAYER *ply)
void SaveEngineSnapshotValues_EM(void)
{
void SaveEngineSnapshotValues_EM(void)
{
- int i
, j, k
;
+ int i;
engine_snapshot_em.game_em = game_em;
engine_snapshot_em.lev = lev;
engine_snapshot_em.game_em = game_em;
engine_snapshot_em.lev = lev;
@@
-179,23
+171,13
@@
void SaveEngineSnapshotValues_EM(void)
engine_snapshot_em.screen_x = screen_x;
engine_snapshot_em.screen_y = screen_y;
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++)
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)
{
}
void LoadEngineSnapshotValues_EM(void)
{
- int i
, j, k
;
+ int i;
game_em = engine_snapshot_em.game_em;
lev = engine_snapshot_em.lev;
game_em = engine_snapshot_em.game_em;
lev = engine_snapshot_em.lev;
@@
-206,16
+188,6
@@
void LoadEngineSnapshotValues_EM(void)
screen_x = engine_snapshot_em.screen_x;
screen_y = engine_snapshot_em.screen_y;
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++)
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];
}
}