X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Finput.c;h=3738b38ba271d4d07cc1216dc479b28d0b9a7e03;hb=0b7d45708c8b008d0ca7a11490a2267f9c314cdb;hp=7b3ae9214f65e38dc40f97ed3d925bd32a0d8ddd;hpb=f13a8935ca1a7eeb3406d02f49b2df1490504017;p=rocksndiamonds.git diff --git a/src/game_em/input.c b/src/game_em/input.c index 7b3ae921..3738b38b 100644 --- a/src/game_em/input.c +++ b/src/game_em/input.c @@ -16,8 +16,8 @@ short **Cave; short **Next; short **Draw; -static short *Index[4][HEIGHT]; -static short Array[4][HEIGHT][WIDTH]; +static short *Index[4][WIDTH]; +static short Array[4][WIDTH][HEIGHT]; extern int screen_x; extern int screen_y; @@ -32,25 +32,25 @@ void game_init_vars(void) for (y = 0; y < HEIGHT; y++) for (x = 0; x < WIDTH; x++) - Array[0][y][x] = ZBORDER; + Array[0][x][y] = Zborder; for (y = 0; y < HEIGHT; y++) for (x = 0; x < WIDTH; x++) - Array[1][y][x] = ZBORDER; + Array[1][x][y] = Zborder; for (y = 0; y < HEIGHT; y++) for (x = 0; x < WIDTH; x++) - Array[2][y][x] = ZBORDER; + Array[2][x][y] = Zborder; for (y = 0; y < HEIGHT; y++) for (x = 0; x < WIDTH; x++) - Array[3][y][x] = Xblank; + Array[3][x][y] = 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]; + for (x = 0; x < WIDTH; x++) + Index[0][x] = Array[0][x]; + for (x = 0; x < WIDTH; x++) + Index[1][x] = Array[1][x]; + for (x = 0; x < WIDTH; x++) + Index[2][x] = Array[2][x]; + for (x = 0; x < WIDTH; x++) + Index[3][x] = Array[3][x]; Cave = Index[0]; Next = Index[1]; @@ -58,22 +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); } -void UpdateGameDoorValues_EM() +static void UpdateGameDoorValues_EM(void) { } void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode) { int i; - boolean player_is_dropping = FALSE; + boolean any_player_dropping = FALSE; RandomEM = RandomEM * 129 + 1; @@ -82,18 +83,17 @@ void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode) 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) { - synchro_1(); - synchro_2(); + logic_1(); + logic_2(); } if (frame == 6) { - synchro_3(); - sound_play(); + logic_3(); UpdateGameDoorValues_EM(); } @@ -103,14 +103,12 @@ void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode) ply[i].dynamite && ply[i].dynamite_cnt > 0 && ply[i].dynamite_cnt < 5) - player_is_dropping = TRUE; + any_player_dropping = TRUE; CheckSingleStepMode_EM(action, frame, game_em.any_player_moving, - player_is_dropping); + game_em.any_player_snapping, any_player_dropping); - game_animscreen(); - - blitscreen(); + RedrawPlayfield_EM(FALSE); } /* read input device for players */ @@ -120,6 +118,9 @@ void readjoy(byte action, struct PLAYER *ply) 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; @@ -138,19 +139,34 @@ 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; } + + /* 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 SaveEngineSnapshotValues_EM() +void SaveEngineSnapshotValues_EM(void) { int i, j, k; @@ -174,10 +190,10 @@ void SaveEngineSnapshotValues_EM() 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]; + engine_snapshot_em.Array[i][k][j] = Array[i][k][j]; } -void LoadEngineSnapshotValues_EM() +void LoadEngineSnapshotValues_EM(void) { int i, j, k; @@ -201,5 +217,5 @@ void LoadEngineSnapshotValues_EM() 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]; + Array[i][k][j] = engine_snapshot_em.Array[i][k][j]; }