cleanup of some source files and functions for EM engine
[rocksndiamonds.git] / src / game_em / game.c
diff --git a/src/game_em/game.c b/src/game_em/game.c
new file mode 100644 (file)
index 0000000..fd344ad
--- /dev/null
@@ -0,0 +1,151 @@
+/* 2007-11-06 03:39:32
+ *
+ * handle interaction between screen and cave
+ */
+
+#include "main_em.h"
+
+
+struct CAVE cav;
+struct LOGIC lev;
+struct PLAYER ply[MAX_PLAYERS];
+
+struct EngineSnapshotInfo_EM engine_snapshot_em;
+
+/* handle input actions for players */
+
+static 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 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;
+
+  game_em.random = game_em.random * 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)
+  {
+    logic_players();
+    logic_objects();
+  }
+
+  if (frame == 6)
+  {
+    logic_globals();
+
+    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);
+}
+
+void SaveEngineSnapshotValues_EM(void)
+{
+  int i;
+
+  engine_snapshot_em.game_em = game_em;
+  engine_snapshot_em.lev = lev;
+
+  engine_snapshot_em.frame = frame;
+  engine_snapshot_em.screen_x = screen_x;
+  engine_snapshot_em.screen_y = screen_y;
+
+  for (i = 0; i < 4; i++)
+    engine_snapshot_em.ply[i] = ply[i];
+}
+
+void LoadEngineSnapshotValues_EM(void)
+{
+  int i;
+
+  game_em = engine_snapshot_em.game_em;
+  lev = engine_snapshot_em.lev;
+
+  frame = engine_snapshot_em.frame;
+  screen_x = engine_snapshot_em.screen_x;
+  screen_y = engine_snapshot_em.screen_y;
+
+  for (i = 0; i < 4; i++)
+    ply[i] = engine_snapshot_em.ply[i];
+}