static void drawmenu(int pos)
{
- char buffer[256];
- switch(pos) {
- case 0:
- switch(player_mode) {
- case 0: strcpy(buffer, "quit emerald mine"); break;
- case 1: strcpy(buffer, "single player"); break;
- case 2: strcpy(buffer, "teamwork"); break;
- }
- title_string(4, 0, 40, buffer);
- break;
- case 1:
- sprintf(buffer, "name: %s", player_name);
- title_string(5, 0, 40, buffer);
- break;
- case 2:
- sprintf(buffer, "level: %d", player_level);
- title_string(6, 0, 40, buffer);
- break;
- case 3:
- title_string(7, 0, 40, "highscores");
- break;
- case 4:
- title_string(8, 0, 40, "start");
- break;
- case 5:
- title_string(10, 1, 13, "played");
- title_string(10, 14, 26, "score");
- title_string(10, 27, 39, "won");
- break;
- case 6:
- sprintf(buffer, "%d", 0);
- title_string(11, 1, 13, buffer);
- sprintf(buffer, "%d", 0);
- title_string(11, 14, 26, buffer);
- sprintf(buffer, "%d", 0);
- title_string(11, 27, 39, buffer);
- break;
- }
+ char buffer[256];
+
+ switch(pos)
+ {
+ case 0:
+ switch(player_mode)
+ {
+ case 0:
+ strcpy(buffer, "quit emerald mine");
+ break;
+
+ case 1:
+ strcpy(buffer, "single player");
+ break;
+
+ case 2:
+ strcpy(buffer, "teamwork");
+ break;
+ }
+
+ title_string(4, 0, 40, buffer);
+ break;
+
+ case 1:
+ sprintf(buffer, "name: %s", player_name);
+ title_string(5, 0, 40, buffer);
+ break;
+
+ case 2:
+ sprintf(buffer, "level: %d", player_level);
+ title_string(6, 0, 40, buffer);
+ break;
+
+ case 3:
+ title_string(7, 0, 40, "highscores");
+ break;
+
+ case 4:
+ title_string(8, 0, 40, "start");
+ break;
+
+ case 5:
+ title_string(10, 3, 13, "played");
+ title_string(10, 14, 26, "score");
+ title_string(10, 27, 37, "won");
+ break;
+
+ case 6:
+ sprintf(buffer, "%d", 0);
+ title_string(11, 3, 13, buffer);
+ sprintf(buffer, "%d", 0);
+ title_string(11, 14, 26, buffer);
+ sprintf(buffer, "%d", 0);
+ title_string(11, 27, 37, buffer);
+ break;
+ }
}
-/* bring it all together */
-int game_start(void)
+void game_init_vars(void)
{
- int x,y;
- char name[MAXNAME+2];
- int temp;
- int pos;
+ int x, y;
+
+ Random = 1684108901;
+
+ for (y = 0; y < HEIGHT; y++)
+ for (x = 0; x < WIDTH; x++)
+ Array[0][y][x] = ZBORDER;
+ for (y = 0; y < HEIGHT; y++)
+ for (x = 0; x < WIDTH; x++)
+ Array[1][y][x] = ZBORDER;
+ for (y = 0; y < HEIGHT; y++)
+ for (x = 0; x < WIDTH; x++)
+ Array[2][y][x] = ZBORDER;
+ for (y = 0; y < HEIGHT; y++)
+ for (x = 0; x < WIDTH; x++)
+ Array[3][y][x] = Xblank;
+
+ for (y = 0; y < HEIGHT; y++)
+ Index[0][y] = Array[0][y];
+ for (y = 0; y < HEIGHT; y++)
+ Index[1][y] = Array[1][y];
+ for (y = 0; y < HEIGHT; y++)
+ Index[2][y] = Array[2][y];
+ for (y = 0; y < HEIGHT; y++)
+ Index[3][y] = Array[3][y];
+
+ Cave = Index[0];
+ Next = Index[1];
+ Draw = Index[2];
+ Boom = Index[3];
+
+ player_mode = 1; /* start off as single player */
+ strcpy(player_name, "dave");
+ player_level = 0;
+
+ input_pause = 1 * 0;
+}
- Random = 1684108901;
+int game_play_init(int player_level)
+{
+ char name[MAXNAME+2];
- for(y = 0; y < HEIGHT; y++) for(x = 0; x < WIDTH; x++) Array[0][y][x] = ZBORDER;
- for(y = 0; y < HEIGHT; y++) for(x = 0; x < WIDTH; x++) Array[1][y][x] = ZBORDER;
- for(y = 0; y < HEIGHT; y++) for(x = 0; x < WIDTH; x++) Array[2][y][x] = ZBORDER;
- for(y = 0; y < HEIGHT; y++) for(x = 0; x < WIDTH; x++) Array[3][y][x] = Xblank;
+ name[MAXNAME] = 0;
+ snprintf(name, MAXNAME+2, "%s/lev%02d", EM_LVL_DIR, player_level);
- for(y = 0; y < HEIGHT; y++) Index[0][y] = Array[0][y];
- for(y = 0; y < HEIGHT; y++) Index[1][y] = Array[1][y];
- for(y = 0; y < HEIGHT; y++) Index[2][y] = Array[2][y];
- for(y = 0; y < HEIGHT; y++) Index[3][y] = Array[3][y];
+ if (name[MAXNAME])
+ snprintf_overflow("read a level in cave/");
- Cave = Index[0];
- Next = Index[1];
- Draw = Index[2];
- Boom = Index[3];
+ if (cave_convert(name) != 0)
+ return 1;
- player_mode = 1; /* start off as single player */
- strcpy(player_name, "dave");
- player_level = 0;
+ game_initscreen();
+ game_blitscore();
+ game_animscreen();
- input_pause = 1 * 0;
+ return 0;
+}
- for(;;) {
+int game_menu_loop(boolean init, byte action)
+{
+ static int temp = -1;
+ static int pos = -1;
+
+ if (init)
+ {
+ temp = 1;
+ pos = 4;
+
+ return 0;
+ }
+
+ input_eventloop();
+
+ if (input_die)
+ return 1;
+
+ if (input_refresh)
+ blitscreen();
+
+ if (!input_pause)
+ {
+ title_blitants(4 + pos);
+ title_blitscore();
+ title_animscreen();
+
+ ply1.joy_n = ply1.joy_e = ply1.joy_s = ply1.joy_w = 0;
+
+ readjoy(action);
+
+ if (temp == 0)
+ {
+ if (ply1.joy_fire)
+ return 2;
+
+ if (ply1.joy_e && player_level < 99)
+ {
+ player_level++;
+ drawmenu(2);
+ }
+
+ if (ply1.joy_w && player_level > 0)
+ {
+ player_level--;
+ drawmenu(2);
+ }
+
+ if (ply1.joy_n && pos > 0)
+ {
+ drawmenu(pos);
+ pos--;
+ title_blitants(4 + pos);
+ }
+
+ if (ply1.joy_s && pos < 4)
+ {
+ drawmenu(pos);
+ pos++;
+ title_blitants(4 + pos);
+ }
+ }
+
+ temp = (ply1.joy_n || ply1.joy_e || ply1.joy_s || ply1.joy_w ||
+ ply1.joy_fire);
+ }
+
+ return 0;
+}
- pos = 4;
+int game_play_loop(byte action)
+{
+ input_eventloop();
- title_initscreen();
+ if (input_die || input_esc)
+ return 1;
- for(temp = 0; temp < 7; temp++) drawmenu(temp); /* display all lines */
- title_blitants(4 + pos);
+ if (input_refresh)
+ blitscreen();
- title_blitscore();
- title_animscreen();
+ if (!input_pause)
+ {
+ game_animscreen();
-#if 0
- printf("--> M1: xwindow == %ld\n", xwindow);
-#endif
+ frame = (frame - 1) & 7;
- temp = 1;
- for(;;) {
- input_eventloop();
- if(input_die) return(0);
- if(input_refresh) blitscreen();
+ readjoy(action);
-#if 0
- printf("--> M2: xwindow == %ld\n", xwindow);
+#if 1
+ if (input_esc)
+ return 1;
#endif
- if(!input_pause) {
- title_blitants(4 + pos);
- title_blitscore();
- title_animscreen();
+ if (frame == 7)
+ {
+ synchro_1();
+ synchro_2();
+ }
+
+ if (frame == 6)
+ {
+ synchro_3();
+ sound_play();
+ game_blitscore();
+ }
+ }
+
+ return 0;
+}
-#if 0
- printf("--> M3: xwindow == %ld\n", xwindow);
-#endif
+void game_menu_init(void)
+{
+ int pos = 4;
+ int i;
- ply1.joy_n = ply1.joy_e = ply1.joy_s = ply1.joy_w = 0;
-
- readjoy();
-
- if(temp == 0) {
- if(ply1.joy_fire) break;
-
- if(ply1.joy_e && player_level < 99) {
- player_level++;
- drawmenu(2);
- }
- if(ply1.joy_w && player_level > 0) {
- player_level--;
- drawmenu(2);
- }
- if(ply1.joy_n && pos > 0) {
- drawmenu(pos);
- pos--;
- title_blitants(4 + pos);
- }
- if(ply1.joy_s && pos < 4) {
- drawmenu(pos);
- pos++;
- title_blitants(4 + pos);
- }
- }
- temp = (ply1.joy_n || ply1.joy_e || ply1.joy_s || ply1.joy_w || ply1.joy_fire);
- }
- }
+ title_initscreen();
-#if 0
- printf("--> M4: xwindow == %ld\n", xwindow);
-#endif
+ for (i = 0; i < 7; i++)
+ drawmenu(i); /* display all lines */
- name[MAXNAME] = 0;
- snprintf(name, MAXNAME+2, "%s/lev%02d", EM_LVL_DIR, player_level);
- if(name[MAXNAME]) snprintf_overflow("read a level in cave/");
+ title_blitants(4 + pos);
+ title_blitscore();
+ title_animscreen();
- if(cave_convert(name)) continue;
+ game_menu_loop(1, 0);
+}
-#if 0
- printf("--> M5: xwindow == %ld\n", xwindow);
-#endif
+int game_loop(byte action)
+{
+#if 1
- game_initscreen();
-#if 0
- printf("--> M6: xwindow == %ld\n", xwindow);
-#endif
- game_blitscore();
#if 0
- printf("--> M7: xwindow == %ld\n", xwindow);
+ printf("::: action == 0x%02x\n", action);
#endif
- game_animscreen();
-#if 0
- printf("--> M8: xwindow == %ld\n", xwindow);
-#endif
+ if (em_game_status == EM_GAME_STATUS_MENU)
+ {
+ int result = game_menu_loop(0, action);
+
+ if (result == 1)
+ {
+ /* exit program */
+
+ return 1;
+ }
+
+ if (result == 2)
+ {
+ /* start playing */
+
+ em_game_status = EM_GAME_STATUS_PLAY;
+ if (game_play_init(player_level) != 0)
+ em_game_status = EM_GAME_STATUS_MENU;
+ }
+ }
+ else if (em_game_status == EM_GAME_STATUS_PLAY)
+ {
+ if (game_play_loop(action) != 0)
+ {
+ /* stop playing */
+
+ em_game_status = EM_GAME_STATUS_MENU;
+ game_menu_init();
+ }
+ }
+
+ return 0;
+
+#else
+
+ while (1)
+ {
+ int result = game_menu_loop(0);
+
+ if (result == 1)
+ return 1;
- for(;;) {
- input_eventloop();
- if(input_die || input_esc) break;
- if(input_refresh) blitscreen();
-
- if(!input_pause) {
- game_animscreen();
-
- frame = (frame - 1) & 7;
-
- readjoy();
-
- if(frame == 7) {
- synchro_1();
- synchro_2();
- }
- if(frame == 6) {
- synchro_3();
- sound_play();
- game_blitscore();
- }
- }
- }
- }
+ if (result == 2)
+ break;
+ }
+
+ em_game_status = EM_GAME_STATUS_PLAY;
+ if (game_play_init(player_level) != 0)
+ return 0;
+
+ while (1)
+ {
+ if (game_play_loop() != 0)
+ break;
+ }
+
+ em_game_status = EM_GAME_STATUS_MENU;
+ game_menu_init();
+
+ return 0;
+
+#endif
}
/* read input device for players
*/
-void readjoy(void)
+void readjoy(byte action)
{
- unsigned int i;
- unsigned int north = 0, east = 0, south = 0, west = 0, fire = 0;
-
- for(i = 0; i < 3; i++) if(keymatrix[northKeyCode[i] >> 3] & 1 << (northKeyCode[i] & 7)) north = 1;
- for(i = 0; i < 3; i++) if(keymatrix[eastKeyCode[i] >> 3] & 1 << (eastKeyCode[i] & 7)) east = 1;
- for(i = 0; i < 3; i++) if(keymatrix[southKeyCode[i] >> 3] & 1 << (southKeyCode[i] & 7)) south = 1;
- for(i = 0; i < 3; i++) if(keymatrix[westKeyCode[i] >> 3] & 1 << (westKeyCode[i] & 7)) west = 1;
- for(i = 0; i < 3; i++) if(keymatrix[fireKeyCode[i] >> 3] & 1 << (fireKeyCode[i] & 7)) fire = 1;
-
- ply1.joy_fire = fire;
- if(ply1.joy_stick || (north | east | south | west)) {
- ply1.joy_n = north;
- ply1.joy_e = east;
- ply1.joy_s = south;
- ply1.joy_w = west;
- }
+ unsigned int north = 0, east = 0, south = 0, west = 0, fire = 0;
-#if 0
- printf("::: JOY == %d/%d/%d/%d/%d\n",
- north, east, south, west, fire);
+#if 1
+
+ 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)
+ fire = 1;
+
+ if (action & JOY_BUTTON_2)
+ input_esc = 1;
+
+#else
+
+ unsigned int i;
+
+ for (i = 0; i < 3; i++)
+ if (keymatrix[northKeyCode[i] >> 3] & 1 << (northKeyCode[i] & 7))
+ north = 1;
+
+ for (i = 0; i < 3; i++)
+ if (keymatrix[eastKeyCode[i] >> 3] & 1 << (eastKeyCode[i] & 7))
+ east = 1;
+
+ for (i = 0; i < 3; i++)
+ if (keymatrix[southKeyCode[i] >> 3] & 1 << (southKeyCode[i] & 7))
+ south = 1;
+
+ for (i = 0; i < 3; i++)
+ if (keymatrix[westKeyCode[i] >> 3] & 1 << (westKeyCode[i] & 7))
+ west = 1;
+
+ for (i = 0; i < 3; i++)
+ if (keymatrix[fireKeyCode[i] >> 3] & 1 << (fireKeyCode[i] & 7))
+ fire = 1;
#endif
+
+ ply1.joy_fire = fire;
+ if (ply1.joy_stick || (north | east | south | west))
+ {
+ ply1.joy_n = north;
+ ply1.joy_e = east;
+ ply1.joy_s = south;
+ ply1.joy_w = west;
+ }
}
/* handle events from x windows and block until the next frame
*/
void input_eventloop(void)
{
- XEvent event;
- unsigned int i;
- unsigned long count;
-
- if(input_pause) {
- XPeekEvent(display, &event); /* block until an event arrives */
-
- if(gettimeofday(&tv1, 0) == -1) tv1.tv_usec = 0;
- } else {
- XSync(display, False); /* block until all graphics are drawn */
-
- if(gettimeofday(&tv2, 0) == -1) tv2.tv_usec = 0;
- count = tv2.tv_usec + 1000000 - tv1.tv_usec; if(count >= 1000000) count -= 1000000;
- tv1.tv_usec = tv2.tv_usec;
- if(count < 25000) {
- tv2.tv_sec = 0;
- tv2.tv_usec = 25000 - count;
+#if 0
+ XEvent event;
+#endif
+ unsigned int i;
+ unsigned long count;
+
+ if (input_pause)
+ {
+#if 0
+ XPeekEvent(display, &event); /* block until an event arrives */
+
+ if (gettimeofday(&tv1, 0) == -1)
+ tv1.tv_usec = 0;
+#endif
+ }
+ else
+ {
+ XSync(display, False); /* block until all graphics are drawn */
+
+ if (gettimeofday(&tv2, 0) == -1)
+ tv2.tv_usec = 0;
+
+ count = tv2.tv_usec + 1000000 - tv1.tv_usec;
+ if (count >= 1000000)
+ count -= 1000000;
+
+ tv1.tv_usec = tv2.tv_usec;
+ if (count < 25000)
+ {
+ tv2.tv_sec = 0;
+ tv2.tv_usec = 25000 - count;
#if 1
- select(0, 0, 0, 0, &tv2); /* sleep a bit */
+ select(0, 0, 0, 0, &tv2); /* sleep a bit */
#else
- usleep(tv2.tv_usec);
+ usleep(tv2.tv_usec);
+#endif
+ }
+ }
+
+ input_die = 0;
+ input_refresh = 0;
+ lastKeySym = NoSymbol;
+
+#if 0
+ while (XPending(display))
+ {
+ /* drain the event queue */
+ XNextEvent(display, &event);
+
+ switch(event.xany.type)
+ {
+ case KeyPress:
+ XLookupString(&event.xkey, (char *)&count, 1, &lastKeySym, 0);
+ break;
+
+ case Expose:
+ if (event.xexpose.window == xwindow && event.xexpose.count == 0)
+ input_refresh = 1;
+ break;
+
+ case ClientMessage:
+ if (event.xclient.window == xwindow &&
+ (Atom)event.xclient.data.l[0] == deleteAtom)
+ input_die = 1;
+ break;
+
+ case EnterNotify:
+ if (event.xcrossing.window == xwindow)
+ input_pause = 0;
+ break;
+
+ case LeaveNotify:
+ if (event.xcrossing.window == xwindow)
+ input_pause = 1;
+ break;
+ }
+ }
+
+ XQueryKeymap(display, keymatrix); /* read the keyboard */
#endif
- }
- }
-
- input_die = 0;
- input_refresh = 0;
- lastKeySym = NoSymbol;
- while(XPending(display)) { /* drain the event queue */
- XNextEvent(display, &event);
- switch(event.xany.type) {
- case KeyPress:
- XLookupString(&event.xkey, (char *)&count, 1, &lastKeySym, 0);
- break;
- case Expose:
- if(event.xexpose.window == xwindow && event.xexpose.count == 0) input_refresh = 1;
- break;
- case ClientMessage:
- if(event.xclient.window == xwindow && (Atom)event.xclient.data.l[0] == deleteAtom) input_die = 1;
- break;
- case EnterNotify:
- if(event.xcrossing.window == xwindow) input_pause = 0;
- break;
- case LeaveNotify:
- if(event.xcrossing.window == xwindow) input_pause = 1;
- break;
- }
- }
- XQueryKeymap(display, keymatrix); /* read the keyboard */
-
- input_esc = 0;
- for(i = 0; i < 1; i++) if(keymatrix[escKeyCode[i] >> 3] & 1 << (escKeyCode[i] & 7)) input_esc = 1;
+
+ input_esc = 0;
+ for (i = 0; i < 1; i++)
+ if (keymatrix[escKeyCode[i] >> 3] & 1 << (escKeyCode[i] & 7))
+ input_esc = 1;
}
#endif