* handle input from x11 and keyboard and joystick
*/
-#include <X11/Xlib.h>
-#include <X11/Xutil.h>
-#include <X11/Xatom.h>
-#include <X11/keysym.h>
-#include <sys/time.h>
-#include <sys/types.h>
-#include <unistd.h>
-#include <stdlib.h>
-#include <stdio.h>
-#include <string.h>
-#include <errno.h>
+#include "main_em.h"
-#include "global.h"
-#include "display.h"
-#include "level.h"
+unsigned int RandomEM;
-#if defined(TARGET_X11)
-
-unsigned long Random;
-
-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];
-static int input_die;
-static int input_pause;
-static int input_refresh;
-static int input_esc;
+extern int screen_x;
+extern int screen_y;
-static struct timeval tv1;
-static struct timeval tv2;
+struct EngineSnapshotInfo_EM engine_snapshot_em;
-static unsigned char keymatrix[32];
+void game_init_vars(void)
+{
+ int x, y;
+
+ RandomEM = 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];
+}
-static int player_mode;
-static char player_name[32];
-static int player_level;
+void InitGameEngine_EM()
+{
+ prepare_em_level();
-static void drawmenu(int pos)
+ game_initscreen();
+ game_animscreen();
+}
+
+void UpdateGameDoorValues_EM()
{
- 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;
- }
}
-/* bring it all together */
-int game_start(void)
+void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
{
- int x,y;
- char name[MAXNAME+2];
- int temp;
- int pos;
-
- 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;
-
- for(;;) {
-
- pos = 4;
-
- title_initscreen();
-
- for(temp = 0; temp < 7; temp++) drawmenu(temp); /* display all lines */
- title_blitants(4 + pos);
-
- title_blitscore();
- title_animscreen();
-
-#if 0
- printf("--> M1: xwindow == %ld\n", xwindow);
-#endif
-
- temp = 1;
- for(;;) {
- input_eventloop();
- if(input_die) return(0);
- if(input_refresh) blitscreen();
-
-#if 0
- printf("--> M2: xwindow == %ld\n", xwindow);
-#endif
-
- if(!input_pause) {
- title_blitants(4 + pos);
- title_blitscore();
- title_animscreen();
-
-#if 0
- printf("--> M3: xwindow == %ld\n", xwindow);
-#endif
-
- 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);
- }
- }
-
-#if 0
- printf("--> M4: xwindow == %ld\n", xwindow);
-#endif
-
- 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/");
-
- if(cave_convert(name)) continue;
-
-#if 0
- printf("--> M5: xwindow == %ld\n", xwindow);
-#endif
-
- game_initscreen();
-#if 0
- printf("--> M6: xwindow == %ld\n", xwindow);
-#endif
- game_blitscore();
-#if 0
- printf("--> M7: xwindow == %ld\n", xwindow);
-#endif
- game_animscreen();
-
-#if 0
- printf("--> M8: xwindow == %ld\n", xwindow);
-#endif
-
- 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();
- }
- }
- }
- }
+ int i;
+ boolean player_is_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);
+
+ if (frame == 7)
+ {
+ synchro_1();
+ synchro_2();
+ }
+
+ if (frame == 6)
+ {
+ synchro_3();
+ sound_play();
+
+ 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)
+ player_is_dropping = TRUE;
+
+ CheckSingleStepMode_EM(action, frame, game_em.any_player_moving,
+ player_is_dropping);
+
+ game_animscreen();
+
+ blitscreen();
}
-/* read input device for players
- */
-void readjoy(void)
+/* read input device for players */
+
+void readjoy(byte action, struct PLAYER *ply)
{
- 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;
- }
-
-#if 0
- printf("::: JOY == %d/%d/%d/%d/%d\n",
- north, east, south, west, fire);
-#endif
+ int north = 0, east = 0, south = 0, west = 0;
+ int snap = 0, drop = 0;
+
+ 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;
+
+ ply->joy_snap = snap;
+ ply->joy_drop = drop;
+
+ if (ply->joy_stick || (north | east | south | west))
+ {
+ ply->joy_n = north;
+ ply->joy_e = east;
+ ply->joy_s = south;
+ ply->joy_w = west;
+ }
}
-/* handle events from x windows and block until the next frame
- */
-void input_eventloop(void)
+void SaveEngineSnapshotValues_EM()
{
- 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 1
- select(0, 0, 0, 0, &tv2); /* sleep a bit */
-#else
- usleep(tv2.tv_usec);
-#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;
+ 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];
}
-#endif
+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];
+}