* handle input from x11 and keyboard and joystick
*/
-#include "global.h"
-#include "display.h"
-#include "level.h"
+#include "main_em.h"
-unsigned long RandomEM;
+unsigned int RandomEM;
-struct PLAYER ply1;
-struct PLAYER ply2;
struct LEVEL lev;
+struct PLAYER ply[MAX_PLAYERS];
-unsigned short **Boom;
-unsigned short **Cave;
-unsigned short **Next;
-unsigned short **Draw;
+short **Boom;
+short **Cave;
+short **Next;
+short **Draw;
-static unsigned short *Index[4][HEIGHT];
-static unsigned short Array[4][HEIGHT][WIDTH];
+static short *Index[4][HEIGHT];
+static short Array[4][HEIGHT][WIDTH];
-extern unsigned int screen_x;
-extern unsigned int screen_y;
+extern int screen_x;
+extern int screen_y;
+
+struct EngineSnapshotInfo_EM engine_snapshot_em;
void game_init_vars(void)
{
Boom = Index[3];
}
-void InitGameEngine_EM()
+void InitGameEngine_EM(void)
{
prepare_em_level();
game_initscreen();
- game_animscreen();
+
+ RedrawPlayfield_EM(FALSE);
}
-void GameActions_EM(byte action)
+static void UpdateGameDoorValues_EM(void)
{
- 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();
+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;
- readjoy(action);
+ for (i = 0; i < MAX_PLAYERS; i++)
+ readjoy(action[i], &ply[i]);
- UpdateEngineValues(screen_x / TILEX, screen_y / TILEY);
+ UpdateEngineValues(screen_x / TILEX, screen_y / TILEY, ply[0].x, ply[0].y);
if (frame == 7)
{
synchro_3();
sound_play();
- if (game_frame_delay_value > 0) /* do not redraw values in warp mode */
- DrawGameDoorValues_EM();
+ UpdateGameDoorValues_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
-}
+ 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)
+void readjoy(byte action, struct PLAYER *ply)
{
- unsigned int north = 0, east = 0, south = 0, west = 0;
- unsigned int snap = 0, drop = 0;
+ 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_BUTTON_2)
drop = 1;
-#if 1
- ply1.joy_snap = snap;
- ply1.joy_drop = drop;
- if (ply1.joy_stick || (north | east | south | west))
+ /* always update drop action */
+ ply->joy_drop = drop;
+
+ if (ply->joy_stick || (north | east | south | west)) /* (no "| snap"!) */
{
- ply1.joy_n = north;
- ply1.joy_e = east;
- ply1.joy_s = south;
- ply1.joy_w = west;
+ 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;
}
-#else
+ /* 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;
- 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
+ /* 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][j][k] = Array[i][j][k];
+}
+
+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][j][k] = engine_snapshot_em.Array[i][j][k];
}