X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Finput.c;h=308706437401106672e803f8ad683fae9b7020fa;hb=3ff2e8a0b5c27b99a9920bdf5ed82bc41bf40181;hp=8ea8c04b9cb3fd63bfca1050e687979bf25e6d88;hpb=2884cb273130660d64871bef2845525ef0bfc034;p=rocksndiamonds.git diff --git a/src/game_em/input.c b/src/game_em/input.c index 8ea8c04b..30870643 100644 --- a/src/game_em/input.c +++ b/src/game_em/input.c @@ -6,7 +6,7 @@ #include "main_em.h" -unsigned long RandomEM; +unsigned int RandomEM; struct LEVEL lev; struct PLAYER ply[MAX_PLAYERS]; @@ -22,6 +22,8 @@ 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) { int x, y; @@ -62,40 +64,12 @@ void InitGameEngine_EM() game_initscreen(); game_animscreen(); - - /* blit playfield from scroll buffer to back buffer for fading in */ - BlitScreenToBitmap_EM(backbuffer); } void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode) { int i; - -#if 0 - static int foo = -1; - - if (action[0] == 0 && foo != 0) - printf("KEY RELEASED @ %05d\n", FrameCounter); - - foo = action[0]; -#endif - -#if 0 -#if 1 - if (FrameCounter % 10 == 0) -#endif - printf("::: %05d: %lu, %d\n", FrameCounter, RandomEM, frame); -#endif - - game_animscreen(); - -#if 1 - SyncDisplay(); - - blitscreen(); - - FlushDisplay(); -#endif + boolean player_is_dropping = FALSE; RandomEM = RandomEM * 129 + 1; @@ -120,6 +94,20 @@ void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode) if (!warp_mode) /* do not redraw values in warp mode */ DrawGameDoorValues_EM(); } + + 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) + player_is_dropping = TRUE; + + CheckSingleStepMode_EM(action, frame, game_em.any_player_moving, + player_is_dropping); + + game_animscreen(); + + blitscreen(); } /* read input device for players */ @@ -158,3 +146,57 @@ void readjoy(byte action, struct PLAYER *ply) ply->joy_w = west; } } + +void SaveEngineSnapshotValues_EM() +{ + int i, j, k; + + engine_snapshot_em.game_em = game_em; + engine_snapshot_em.lev = lev; + + engine_snapshot_em.RandomEM = RandomEM; + engine_snapshot_em.frame = frame; + + 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() +{ + int i, j, k; + + 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; + + 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]; +}