X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Finput.c;h=172d69890351a55bcd60b84279d6911a071e3ea8;hb=f01bf775110c477482734c49edcc695c26d04800;hp=86feeb4d3e54acfaf7d3281ceb3ad85a183c3330;hpb=2362e426463cb445e119a4e3e5ce0b6ccb3fb33c;p=rocksndiamonds.git diff --git a/src/game_em/input.c b/src/game_em/input.c index 86feeb4d..172d6989 100644 --- a/src/game_em/input.c +++ b/src/game_em/input.c @@ -3,46 +3,32 @@ * handle input from x11 and keyboard and joystick */ -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include - #include "global.h" #include "display.h" #include "level.h" -#if defined(TARGET_X11) - -unsigned long Random; +unsigned long RandomEM; -struct PLAYER ply1; -struct PLAYER ply2; struct LEVEL lev; +struct PLAYER ply[MAX_PLAYERS]; -struct LevelInfo_EM native_em_level; +short **Boom; +short **Cave; +short **Next; +short **Draw; -unsigned short **Boom; -unsigned short **Cave; -unsigned short **Next; -unsigned short **Draw; +static short *Index[4][HEIGHT]; +static short Array[4][HEIGHT][WIDTH]; -static unsigned short *Index[4][HEIGHT]; -static unsigned short Array[4][HEIGHT][WIDTH]; +extern int screen_x; +extern int screen_y; void game_init_vars(void) { int x, y; - Random = 1684108901; + RandomEM = 1684108901; for (y = 0; y < HEIGHT; y++) for (x = 0; x < WIDTH; x++) @@ -80,18 +66,93 @@ void InitGameEngine_EM() game_animscreen(); } +#if 1 + +void GameActions_EM(byte action[MAX_PLAYERS]) +{ + 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; + + 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(); + + 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--; +#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 +} + +#else + void GameActions_EM(byte action) { - input_eventloop(); + 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 */ +#endif + + WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value); game_animscreen(); - Random = Random * 129 + 1; + RandomEM = RandomEM * 129 + 1; frame = (frame - 1) & 7; readjoy(action); + UpdateEngineValues(screen_x / TILEX, screen_y / TILEY); + if (frame == 7) { synchro_1(); @@ -103,17 +164,35 @@ void GameActions_EM(byte action) synchro_3(); sound_play(); - DrawGameDoorValues_EM(lev.required, ply1.dynamite, lev.score, - (lev.time + 4) / 5); + 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--; +#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 */ -void readjoy(byte action) +#if 1 + +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 (action & JOY_LEFT) west = 1; @@ -128,47 +207,71 @@ void readjoy(byte action) south = 1; if (action & JOY_BUTTON_1) - fire = 1; + snap = 1; - ply1.joy_fire = fire; - if (ply1.joy_stick || (north | east | south | west)) + if (action & JOY_BUTTON_2) + drop = 1; + + ply->joy_snap = snap; + ply->joy_drop = drop; + + if (ply->joy_stick || (north | east | south | west)) { - 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; } } +#else -/* handle events from x windows and block until the next frame */ - -void input_eventloop(void) +void readjoy(byte action) { - static struct timeval tv1 = { 0, 0 }; - static struct timeval tv2 = { 0, 0 }; - unsigned long count; + int north = 0, east = 0, south = 0, west = 0; + int snap = 0, drop = 0; - XSync(display, False); /* block until all graphics are drawn */ + if (action & JOY_LEFT) + west = 1; - if (gettimeofday(&tv2, 0) == -1) - tv2.tv_usec = 0; + if (action & JOY_RIGHT) + east = 1; - count = tv2.tv_usec + 1000000 - tv1.tv_usec; - if (count >= 1000000) - count -= 1000000; + 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; - 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 */ + 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; + } + #else - usleep(tv2.tv_usec); -#endif + + 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 } #endif