unsigned int RandomEM;
-struct LEVEL lev;
+struct CAVE cav;
+struct LOGIC lev;
struct PLAYER ply[MAX_PLAYERS];
-short **Boom;
-short **Cave;
-short **Next;
-short **Draw;
-
-static short *Index[4][HEIGHT];
-static short Array[4][HEIGHT][WIDTH];
-
extern int screen_x;
extern int screen_y;
struct EngineSnapshotInfo_EM engine_snapshot_em;
-void game_init_vars(void)
+void game_init_random(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];
+void game_init_cave_buffers(void)
+{
+ int x, y;
+
+ for (y = 0; y < CAVE_BUFFER_HEIGHT; y++)
+ for (x = 0; x < CAVE_BUFFER_WIDTH; x++)
+ lev.cavebuf[x][y] = Zborder;
+ for (y = 0; y < CAVE_BUFFER_HEIGHT; y++)
+ for (x = 0; x < CAVE_BUFFER_WIDTH; x++)
+ lev.nextbuf[x][y] = Zborder;
+ for (y = 0; y < CAVE_BUFFER_HEIGHT; y++)
+ for (x = 0; x < CAVE_BUFFER_WIDTH; x++)
+ lev.drawbuf[x][y] = Zborder;
+ for (y = 0; y < CAVE_BUFFER_HEIGHT; y++)
+ for (x = 0; x < CAVE_BUFFER_WIDTH; x++)
+ lev.boombuf[x][y] = Xblank;
+
+ for (x = 0; x < CAVE_BUFFER_WIDTH; x++)
+ lev.cavecol[x] = lev.cavebuf[x];
+ for (x = 0; x < CAVE_BUFFER_WIDTH; x++)
+ lev.nextcol[x] = lev.nextbuf[x];
+ for (x = 0; x < CAVE_BUFFER_WIDTH; x++)
+ lev.drawcol[x] = lev.drawbuf[x];
+ for (x = 0; x < CAVE_BUFFER_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 InitGameEngine_EM(void)
{
prepare_em_level();
RedrawPlayfield_EM(FALSE);
}
-void UpdateGameDoorValues_EM()
+static void UpdateGameDoorValues_EM(void)
{
}
if (frame == 7)
{
- synchro_1();
- synchro_2();
+ logic_players();
+ logic_objects();
}
if (frame == 6)
{
- synchro_3();
- sound_play();
+ logic_globals();
UpdateGameDoorValues_EM();
}
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;
!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 SaveEngineSnapshotValues_EM(void)
{
- int i, j, k;
+ int i;
engine_snapshot_em.game_em = game_em;
engine_snapshot_em.lev = lev;
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 LoadEngineSnapshotValues_EM(void)
{
- int i, j, k;
+ int i;
game_em = engine_snapshot_em.game_em;
lev = engine_snapshot_em.lev;
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];
}