X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Finput.c;h=3738b38ba271d4d07cc1216dc479b28d0b9a7e03;hb=0b7d45708c8b008d0ca7a11490a2267f9c314cdb;hp=cc703ba96cb4ab622f7bec3c2e7f7e5a1dd1b5f1;hpb=ac86d841daa4ecafff3128110a1db109e03fb355;p=rocksndiamonds.git diff --git a/src/game_em/input.c b/src/game_em/input.c index cc703ba9..3738b38b 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]; @@ -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]; @@ -58,48 +58,23 @@ void game_init_vars(void) Boom = Index[3]; } -void InitGameEngine_EM() +void InitGameEngine_EM(void) { prepare_em_level(); game_initscreen(); - game_animscreen(); -#if 0 - /* blit playfield from scroll buffer to normal back buffer for fading in */ - BlitScreenToBitmap_EM(backbuffer); -#endif + RedrawPlayfield_EM(FALSE); +} + +static void UpdateGameDoorValues_EM(void) +{ } 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 -#if 0 - SyncDisplay(); -#endif - - blitscreen(); -#endif + boolean any_player_dropping = FALSE; RandomEM = RandomEM * 129 + 1; @@ -108,22 +83,32 @@ 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(); - if (!warp_mode) /* do not redraw values in warp mode */ - DrawGameDoorValues_EM(); + UpdateGameDoorValues_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) + any_player_dropping = TRUE; + + CheckSingleStepMode_EM(action, frame, game_em.any_player_moving, + game_em.any_player_snapping, any_player_dropping); + + RedrawPlayfield_EM(FALSE); } /* read input device for players */ @@ -133,6 +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; @@ -151,19 +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; @@ -187,10 +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; @@ -214,5 +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]; }