X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Finput.c;h=7eccf546178f894186ff1f0e9240cbcc70708e9e;hb=56be9668e4ff713c8fff9b105f0913dd4d373cb1;hp=2c6c1faacfb498d0ecbebba05a8f95934166f57b;hpb=c0c5862d9ee59c70412b1c35e558101b109a8ec9;p=rocksndiamonds.git diff --git a/src/game_em/input.c b/src/game_em/input.c index 2c6c1faa..7eccf546 100644 --- a/src/game_em/input.c +++ b/src/game_em/input.c @@ -6,80 +6,71 @@ #include "main_em.h" -unsigned long RandomEM; +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; -void game_init_vars(void) -{ - int x, y; +struct EngineSnapshotInfo_EM engine_snapshot_em; +void game_init_random(void) +{ 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]; +void game_init_cave_buffers(void) +{ + int x, y; + + 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 InitGameEngine_EM(void) { prepare_em_level(); game_initscreen(); - game_animscreen(); - /* blit playfield from scroll buffer to back buffer for fading in */ - BlitScreenToBitmap_EM(backbuffer); + RedrawPlayfield_EM(FALSE); +} + +static void UpdateGameDoorValues_EM(void) +{ } void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode) { int i; - - game_animscreen(); - -#if 1 - SyncDisplay(); - - blitscreen(); - - FlushDisplay(); -#endif + boolean any_player_dropping = FALSE; RandomEM = RandomEM * 129 + 1; @@ -88,22 +79,32 @@ 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_players(); + logic_objects(); } if (frame == 6) { - synchro_3(); - sound_play(); + logic_globals(); - 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 */ @@ -113,6 +114,9 @@ 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; @@ -131,14 +135,63 @@ 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) +{ + 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; + + for (i = 0; i < 4; i++) + engine_snapshot_em.ply[i] = ply[i]; +} + +void LoadEngineSnapshotValues_EM(void) +{ + 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; + + for (i = 0; i < 4; i++) + ply[i] = engine_snapshot_em.ply[i]; }