X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Finput.c;h=1e641bcf921c80fee97102f815731f2d9853e6f4;hb=1be3e5c990b84f8548a80ccd6b7b209a88312141;hp=ae3e1d554d0f93c50fa5f3a1bea9a84848817ffc;hpb=88c9b68c44a16e7df62557b63cc7e86731e028c9;p=rocksndiamonds.git diff --git a/src/game_em/input.c b/src/game_em/input.c index ae3e1d55..1e641bcf 100644 --- a/src/game_em/input.c +++ b/src/game_em/input.c @@ -3,26 +3,26 @@ * handle input from x11 and keyboard and joystick */ -#include "global.h" -#include "display.h" -#include "level.h" +#include "main_em.h" -unsigned long RandomEM; +unsigned int 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) { @@ -58,34 +58,23 @@ void game_init_vars(void) Boom = Index[3]; } -void InitGameEngine_EM() +void InitGameEngine_EM(void) { prepare_em_level(); game_initscreen(); - game_animscreen(); + + RedrawPlayfield_EM(FALSE); } -#if 1 +static void UpdateGameDoorValues_EM(void) +{ +} -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(); + boolean any_player_dropping = FALSE; RandomEM = RandomEM * 129 + 1; @@ -94,7 +83,7 @@ void GameActions_EM(byte action[MAX_PLAYERS]) for (i = 0; i < MAX_PLAYERS; i++) readjoy(action[i], &ply[i]); - UpdateEngineValues(screen_x / TILEX, screen_y / TILEY); + UpdateEngineValues(screen_x / TILEX, screen_y / TILEY, ply[0].x, ply[0].y); if (frame == 7) { @@ -107,92 +96,31 @@ void GameActions_EM(byte action[MAX_PLAYERS]) 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) -{ - 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(); - - RandomEM = RandomEM * 129 + 1; - - frame = (frame - 1) & 7; - - readjoy(action); - - UpdateEngineValues(screen_x / TILEX, screen_y / TILEY); - - if (frame == 7) - { - synchro_1(); - synchro_2(); + UpdateGameDoorValues_EM(); } - if (frame == 6) - { - synchro_3(); - sound_play(); + 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; - if (game_frame_delay_value > 0) /* do not redraw values in warp mode */ - DrawGameDoorValues_EM(); - } + CheckSingleStepMode_EM(action, frame, game_em.any_player_moving, + game_em.any_player_snapping, any_player_dropping); -#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 + RedrawPlayfield_EM(FALSE); } -#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 (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; @@ -212,66 +140,83 @@ void readjoy(byte action, struct PLAYER *ply) if (action & JOY_BUTTON_2) drop = 1; - ply->joy_snap = snap; + /* always update drop action */ ply->joy_drop = drop; - if (ply->joy_stick || (north | east | south | west)) + if (ply->joy_stick || (north | east | south | west)) /* (no "| snap"!) */ { 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; } -} -#else + /* 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; + + /* use bug with snap key (mainly TAS keys) sometimes moving the player */ + if (game_em.use_snap_key_bug) + ply->joy_snap = snap; +} -void readjoy(byte action) +void SaveEngineSnapshotValues_EM(void) { - 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(void) +{ + 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]; +}