* 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)
+struct CAVE cav;
+struct LOGIC lev;
+struct PLAYER ply[MAX_PLAYERS];
-unsigned long Random;
+extern int screen_x;
+extern int screen_y;
-struct PLAYER ply1;
-struct PLAYER ply2;
-struct LEVEL lev;
+struct EngineSnapshotInfo_EM engine_snapshot_em;
-struct LevelInfo_EM native_em_level;
-
-unsigned short **Boom;
-unsigned short **Cave;
-unsigned short **Next;
-unsigned short **Draw;
-
-static unsigned short *Index[4][HEIGHT];
-static unsigned short Array[4][HEIGHT][WIDTH];
-
-static int input_die;
-static int input_pause;
-static int input_refresh;
-static int input_esc;
-
-static struct timeval tv1;
-static struct timeval tv2;
-
-static int player_mode;
-static char player_name[32];
-static int player_level;
-
-static void drawmenu(int pos)
+void game_init_random(void)
{
- 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;
- }
+ RandomEM = 1684108901;
}
-void game_init_vars(void)
+void game_init_cave_buffers(void)
{
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;
+ 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;
}
-int game_play_init(int level_nr, char *filename)
+void InitGameEngine_EM(void)
{
-#if 0
- if (filename != NULL)
- {
-#endif
-
- player_level = level_nr;
-
-#if 1
- prepare_em_level();
-#else
- if (!LoadNativeLevel_EM(filename))
- return 1;
-#endif
-
-#if 0
- }
- else /* !!! SOON OBSOLETE !!! */
- {
- char name[MAXNAME+2];
-
- 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) != 0)
- return 1;
- }
-#endif
+ prepare_em_level();
game_initscreen();
- game_blitscore();
- game_animscreen();
- return 0;
+ RedrawPlayfield_EM(FALSE);
}
-int game_menu_loop(boolean init, byte action)
+static void UpdateGameDoorValues_EM(void)
{
- 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_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--;
- }
-
- if (ply1.joy_s && pos < 4)
- {
- drawmenu(pos);
- pos++;
- }
- }
-
- temp = (ply1.joy_n || ply1.joy_e || ply1.joy_s || ply1.joy_w ||
- ply1.joy_fire);
- }
-
- return 0;
-}
-
-int game_play_loop(byte action)
-{
- input_eventloop();
-
- if (input_die || input_esc)
- return 1;
-
- if (input_refresh)
- blitscreen();
-
- if (!input_pause)
- {
- game_animscreen();
-
- frame = (frame - 1) & 7;
-
- readjoy(action);
-
-#if 1
- if (input_esc)
- return 1;
-#endif
-
- if (frame == 7)
- {
- synchro_1();
- synchro_2();
- }
-
- if (frame == 6)
- {
- synchro_3();
- sound_play();
- game_blitscore();
- }
- }
-
- return 0;
}
-void game_menu_init(void)
+void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
{
int i;
+ boolean any_player_dropping = FALSE;
- title_initscreen();
+ RandomEM = RandomEM * 129 + 1;
- for (i = 0; i < 7; i++)
- drawmenu(i); /* display all lines */
+ frame = (frame - 1) & 7;
- title_blitscore();
- title_animscreen();
+ for (i = 0; i < MAX_PLAYERS; i++)
+ readjoy(action[i], &ply[i]);
- game_menu_loop(1, 0);
-}
-
-int game_loop(byte action)
-{
-#if 0
- printf("::: action == 0x%02x\n", action);
-#endif
+ UpdateEngineValues(screen_x / TILEX, screen_y / TILEY, ply[0].x, ply[0].y);
- if (em_game_status == EM_GAME_STATUS_MENU)
+ if (frame == 7)
{
- int result = game_menu_loop(0, action);
-
- if (result == 1)
- {
- /* exit program */
-
- return 1;
- }
+ logic_players();
+ logic_objects();
+ }
- if (result == 2)
- {
- /* start playing */
+ if (frame == 6)
+ {
+ logic_globals();
- em_game_status = EM_GAME_STATUS_PLAY;
- if (game_play_init(player_level, NULL) != 0)
- em_game_status = EM_GAME_STATUS_MENU;
- }
+ UpdateGameDoorValues_EM();
}
- else if (em_game_status == EM_GAME_STATUS_PLAY)
- {
- if (game_play_loop(action) != 0)
- {
- /* stop playing */
- if (skip_menu)
- return 1;
+ 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;
- em_game_status = EM_GAME_STATUS_MENU;
- game_menu_init();
- }
- }
+ CheckSingleStepMode_EM(action, frame, game_em.any_player_moving,
+ game_em.any_player_snapping, any_player_dropping);
- return 0;
+ RedrawPlayfield_EM(FALSE);
}
-
/* read input device for players */
-void readjoy(byte action)
+void readjoy(byte action, struct PLAYER *ply)
{
- unsigned int north = 0, east = 0, south = 0, west = 0, fire = 0;
+ 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;
south = 1;
if (action & JOY_BUTTON_1)
- fire = 1;
+ snap = 1;
-#if 0
if (action & JOY_BUTTON_2)
- input_esc = 1;
-#endif
+ drop = 1;
+
+ /* always update drop action */
+ ply->joy_drop = drop;
- ply1.joy_fire = fire;
- if (ply1.joy_stick || (north | east | south | west))
+ if (ply->joy_stick || (north | east | south | west)) /* (no "| snap"!) */
{
- ply1.joy_n = north;
- ply1.joy_e = east;
- ply1.joy_s = south;
- ply1.joy_w = west;
+ 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;
-/* handle events from x windows and block until the next frame */
+ /* use bug with snap key (mainly TAS keys) sometimes moving the player */
+ if (game_em.use_snap_key_bug)
+ ply->joy_snap = snap;
+}
-void input_eventloop(void)
+void SaveEngineSnapshotValues_EM(void)
{
- unsigned long count;
+ int i;
- if (!input_pause)
- {
- 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
- }
- }
+ engine_snapshot_em.game_em = game_em;
+ engine_snapshot_em.lev = lev;
+
+ engine_snapshot_em.RandomEM = RandomEM;
+ engine_snapshot_em.frame = frame;
- input_esc = 0;
- input_die = 0;
- input_refresh = 0;
+ 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];
}
-#endif
+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];
+}