+++ /dev/null
-/* 2000-08-13T15:29:40Z
- *
- * handle input from x11 and keyboard and joystick
- */
-
-#include "main_em.h"
-
-
-unsigned int RandomEM;
-
-struct LEVEL lev;
-struct PLAYER ply[MAX_PLAYERS];
-
-extern int screen_x;
-extern int screen_y;
-
-struct EngineSnapshotInfo_EM engine_snapshot_em;
-
-void game_init_vars(void)
-{
- int x, y;
-
- RandomEM = 1684108901;
-
- for (y = 0; y < CAVE_HEIGHT; y++)
- for (x = 0; x < CAVE_WIDTH; x++)
- lev.cavebuf[x][y] = Zborder;
- for (y = 0; y < CAVE_HEIGHT; y++)
- for (x = 0; x < CAVE_WIDTH; x++)
- lev.nextbuf[x][y] = Zborder;
- for (y = 0; y < CAVE_HEIGHT; y++)
- for (x = 0; x < CAVE_WIDTH; x++)
- lev.drawbuf[x][y] = Zborder;
- for (y = 0; y < CAVE_HEIGHT; y++)
- for (x = 0; x < CAVE_WIDTH; x++)
- lev.boombuf[x][y] = Xblank;
-
- for (x = 0; x < CAVE_WIDTH; x++)
- lev.cavecol[x] = lev.cavebuf[x];
- for (x = 0; x < CAVE_WIDTH; x++)
- lev.nextcol[x] = lev.nextbuf[x];
- for (x = 0; x < CAVE_WIDTH; x++)
- lev.drawcol[x] = lev.drawbuf[x];
- for (x = 0; x < CAVE_WIDTH; x++)
- lev.boomcol[x] = lev.boombuf[x];
-
- lev.cave = lev.cavecol;
- lev.next = lev.nextcol;
- lev.draw = lev.drawcol;
- lev.boom = lev.boomcol;
-}
-
-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;
-
- 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, ply[0].x, ply[0].y);
-
- if (frame == 7)
- {
- logic_1();
- logic_2();
- }
-
- if (frame == 6)
- {
- logic_3();
-
- 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);
-}
-
-/* read input device for players */
-
-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 SaveEngineSnapshotValues_EM(void)
-{
- int i;
-
- 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;
-
- 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;
-
- RandomEM = engine_snapshot_em.RandomEM;
- 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];
-}