* handle input from x11 and keyboard and joystick
*/
-#include "global.h"
-#include "display.h"
-#include "level.h"
+#include "main_em.h"
unsigned long RandomEM;
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];
-extern unsigned int screen_x;
-extern unsigned int screen_y;
+extern int screen_x;
+extern int screen_y;
+
+struct EngineSnapshotInfo_EM engine_snapshot_em;
void game_init_vars(void)
{
game_initscreen();
game_animscreen();
-}
-#if 1
+#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])
+void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
{
- static unsigned long game_frame_delay = 0;
-#if 1
- unsigned long game_frame_delay_value = getGameFrameDelay_EM(20);
-#else
- unsigned long game_frame_delay_value = getGameFrameDelay_EM(25);
-#endif
int i;
#if 0
- /* this is done in screens.c/HandleGameActions() by calling BackToFront() */
- XSync(display, False); /* block until all graphics are drawn */
-#endif
-
- WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
-
- game_animscreen();
-
- RandomEM = RandomEM * 129 + 1;
+ static int foo = -1;
- frame = (frame - 1) & 7;
+ if (action[0] == 0 && foo != 0)
+ printf("KEY RELEASED @ %05d\n", FrameCounter);
- 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();
-
- if (game_frame_delay_value > 0) /* do not redraw values in warp mode */
- DrawGameDoorValues_EM();
- }
-
-#if 0
- if (lev.time_initial == 0)
- lev.time++;
- else if (lev.time > 0)
- lev.time--;
+ foo = action[0];
#endif
#if 0
- if (lev.time_initial > 0 &&
- lev.time > 0 && lev.time <= 50 && lev.time % 5 == 0 && setup.time_limit)
- play_sound(-1, -1, SAMPLE_time);
+#if 1
+ if (FrameCounter % 10 == 0)
+#endif
+ printf("::: %05d: %lu, %d\n", FrameCounter, RandomEM, frame);
#endif
-}
-#else
+ game_animscreen();
-void GameActions_EM(byte action)
-{
- static unsigned long game_frame_delay = 0;
#if 1
- unsigned long game_frame_delay_value = getGameFrameDelay_EM(20);
-#else
- unsigned long game_frame_delay_value = getGameFrameDelay_EM(25);
-#endif
-
#if 0
- /* this is done in screens.c/HandleGameActions() by calling BackToFront() */
- XSync(display, False); /* block until all graphics are drawn */
+ SyncDisplay();
#endif
- WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
-
- game_animscreen();
+ blitscreen();
+#endif
RandomEM = RandomEM * 129 + 1;
frame = (frame - 1) & 7;
- readjoy(action);
+ for (i = 0; i < MAX_PLAYERS; i++)
+ readjoy(action[i], &ply[i]);
UpdateEngineValues(screen_x / TILEX, screen_y / TILEY);
synchro_3();
sound_play();
- if (game_frame_delay_value > 0) /* do not redraw values in warp mode */
+ if (!warp_mode) /* do not redraw values in warp mode */
DrawGameDoorValues_EM();
}
-
-#if 0
- if (lev.time_initial == 0)
- lev.time++;
- else if (lev.time > 0)
- lev.time--;
-#endif
-
-#if 0
- if (lev.time_initial > 0 &&
- lev.time > 0 && lev.time <= 50 && lev.time % 5 == 0 && setup.time_limit)
- play_sound(-1, -1, SAMPLE_time);
-#endif
}
-#endif
-
-
/* read input device for players */
-#if 1
-
void readjoy(byte action, struct PLAYER *ply)
{
- unsigned int north = 0, east = 0, south = 0, west = 0;
- unsigned int snap = 0, drop = 0;
+ int north = 0, east = 0, south = 0, west = 0;
+ int snap = 0, drop = 0;
if (action & JOY_LEFT)
west = 1;
}
}
-#else
-
-void readjoy(byte action)
+void SaveEngineSnapshotValues_EM()
{
- unsigned int north = 0, east = 0, south = 0, west = 0;
- unsigned int snap = 0, drop = 0;
+ int i, j, k;
- if (action & JOY_LEFT)
- west = 1;
+ engine_snapshot_em.game_em = game_em;
+ engine_snapshot_em.lev = lev;
- if (action & JOY_RIGHT)
- east = 1;
+ engine_snapshot_em.RandomEM = RandomEM;
+ engine_snapshot_em.frame = frame;
- if (action & JOY_UP)
- north = 1;
+ engine_snapshot_em.screen_x = screen_x;
+ engine_snapshot_em.screen_y = screen_y;
- if (action & JOY_DOWN)
- south = 1;
+ engine_snapshot_em.Boom = Boom;
+ engine_snapshot_em.Cave = Cave;
+ engine_snapshot_em.Next = Next;
+ engine_snapshot_em.Draw = Draw;
- if (action & JOY_BUTTON_1)
- snap = 1;
+ for (i = 0; i < 4; i++)
+ engine_snapshot_em.ply[i] = ply[i];
- if (action & JOY_BUTTON_2)
- drop = 1;
+ 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];
+}
-#if 1
- ply1.joy_snap = snap;
- ply1.joy_drop = drop;
- if (ply1.joy_stick || (north | east | south | west))
- {
- ply1.joy_n = north;
- ply1.joy_e = east;
- ply1.joy_s = south;
- ply1.joy_w = west;
- }
+void LoadEngineSnapshotValues_EM()
+{
+ int i, j, k;
-#else
+ game_em = engine_snapshot_em.game_em;
+ lev = engine_snapshot_em.lev;
- ply2.joy_snap = snap;
- ply2.joy_drop = drop;
- if (ply2.joy_stick || (north | east | south | west))
- {
- ply2.joy_n = north;
- ply2.joy_e = east;
- ply2.joy_s = south;
- ply2.joy_w = west;
- }
-#endif
-}
+ RandomEM = engine_snapshot_em.RandomEM;
+ frame = engine_snapshot_em.frame;
-#endif
+ 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];
+}