X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Finput.c;h=6eadbbdf0d2ca4aec9d50b6442e9270659aab066;hb=739004ae2f6fa8b334b040760486b9689d8f59da;hp=27814ee84d9d0ce324d140d6eae27ea3a4968a6f;hpb=115ce6f2da1914d68b0fe0e5f9082973190dacdd;p=rocksndiamonds.git diff --git a/src/game_em/input.c b/src/game_em/input.c index 27814ee8..6eadbbdf 100644 --- a/src/game_em/input.c +++ b/src/game_em/input.c @@ -6,56 +6,47 @@ #include "main_em.h" -unsigned int RandomEM; - -struct LEVEL lev; +struct CAVE cav; +struct LOGIC lev; struct PLAYER ply[MAX_PLAYERS]; -short **Boom; -short **Cave; -short **Next; -short **Draw; - -static short *Index[4][HEIGHT]; -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) +void game_init_random(void) +{ + game_em.random = 1684108901; +} + +void game_init_cave_buffers(void) { int x, y; - RandomEM = 1684108901; - - for (y = 0; y < HEIGHT; y++) - for (x = 0; x < WIDTH; x++) - Array[0][y][x] = ZBORDER; - for (y = 0; y < HEIGHT; y++) - for (x = 0; x < WIDTH; x++) - Array[1][y][x] = ZBORDER; - for (y = 0; y < HEIGHT; y++) - for (x = 0; x < WIDTH; x++) - Array[2][y][x] = ZBORDER; - for (y = 0; y < HEIGHT; y++) - for (x = 0; x < WIDTH; x++) - Array[3][y][x] = 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]; - - Cave = Index[0]; - Next = Index[1]; - Draw = Index[2]; - Boom = Index[3]; + for (y = 0; y < CAVE_BUFFER_HEIGHT; y++) + for (x = 0; x < CAVE_BUFFER_WIDTH; x++) + lev.cavebuf[x][y] = Zborder; + for (y = 0; y < CAVE_BUFFER_HEIGHT; y++) + for (x = 0; x < CAVE_BUFFER_WIDTH; x++) + lev.nextbuf[x][y] = Zborder; + for (y = 0; y < CAVE_BUFFER_HEIGHT; y++) + for (x = 0; x < CAVE_BUFFER_WIDTH; x++) + lev.drawbuf[x][y] = Zborder; + for (y = 0; y < CAVE_BUFFER_HEIGHT; y++) + for (x = 0; x < CAVE_BUFFER_WIDTH; x++) + lev.boombuf[x][y] = Xblank; + + for (x = 0; x < CAVE_BUFFER_WIDTH; x++) + lev.cavecol[x] = lev.cavebuf[x]; + for (x = 0; x < CAVE_BUFFER_WIDTH; x++) + lev.nextcol[x] = lev.nextbuf[x]; + for (x = 0; x < CAVE_BUFFER_WIDTH; x++) + lev.drawcol[x] = lev.drawbuf[x]; + for (x = 0; x < CAVE_BUFFER_WIDTH; x++) + lev.boomcol[x] = lev.boombuf[x]; + + lev.cave = lev.cavecol; + lev.next = lev.nextcol; + lev.draw = lev.drawcol; + lev.boom = lev.boomcol; } void InitGameEngine_EM(void) @@ -67,7 +58,7 @@ void InitGameEngine_EM(void) RedrawPlayfield_EM(FALSE); } -void UpdateGameDoorValues_EM(void) +static void UpdateGameDoorValues_EM(void) { } @@ -76,7 +67,7 @@ void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode) int i; boolean any_player_dropping = FALSE; - RandomEM = RandomEM * 129 + 1; + game_em.random = game_em.random * 129 + 1; frame = (frame - 1) & 7; @@ -87,14 +78,13 @@ void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode) if (frame == 7) { - synchro_1(); - synchro_2(); + logic_players(); + logic_objects(); } if (frame == 6) { - synchro_3(); - sound_play(); + logic_globals(); UpdateGameDoorValues_EM(); } @@ -169,54 +159,30 @@ void readjoy(byte action, struct PLAYER *ply) void SaveEngineSnapshotValues_EM(void) { - int i, j, k; + int i; 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(void) { - int i, j, k; + int i; 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]; }