* 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 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;
game_initscreen();
game_animscreen();
+
+#if 0
+ /* blit playfield from scroll buffer to normal back buffer for fading in */
+ BlitScreenToBitmap_EM(backbuffer);
+#endif
}
void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
{
int i;
+ boolean player_is_dropping = FALSE;
+
+#if 0
+ static int foo = -1;
+
+ if (action[0] == 0 && foo != 0)
+ printf("KEY RELEASED @ %05d\n", FrameCounter);
+
+ foo = action[0];
+#endif
+#if 0
+#if 1
+ if (FrameCounter % 10 == 0)
+#endif
+ printf("::: %05d: %lu, %d\n", FrameCounter, RandomEM, frame);
+#endif
+
+#if 0
game_animscreen();
+#if 1
+#if 0
+ SyncDisplay();
+#endif
+
+ blitscreen();
+#endif
+#endif
+
RandomEM = RandomEM * 129 + 1;
frame = (frame - 1) & 7;
if (!warp_mode) /* do not redraw values in warp mode */
DrawGameDoorValues_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)
+ player_is_dropping = TRUE;
+
+ CheckSingleStepMode_EM(action, frame, game_em.any_player_moving,
+ player_is_dropping);
+
+#if 1
+ game_animscreen();
+
+#if 1
+#if 0
+ SyncDisplay();
+#endif
+
+ blitscreen();
+#endif
+#endif
}
/* read input device for players */
ply->joy_w = west;
}
}
+
+void SaveEngineSnapshotValues_EM()
+{
+ 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()
+{
+ 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];
+}