X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Finput.c;h=7eccf546178f894186ff1f0e9240cbcc70708e9e;hb=56be9668e4ff713c8fff9b105f0913dd4d373cb1;hp=7b3ae9214f65e38dc40f97ed3d925bd32a0d8ddd;hpb=f13a8935ca1a7eeb3406d02f49b2df1490504017;p=rocksndiamonds.git diff --git a/src/game_em/input.c b/src/game_em/input.c index 7b3ae921..7eccf546 100644 --- a/src/game_em/input.c +++ b/src/game_em/input.c @@ -8,72 +8,69 @@ 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) { - 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]; +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(); + + 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 +79,17 @@ 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_players(); + logic_objects(); } if (frame == 6) { - synchro_3(); - sound_play(); + logic_globals(); UpdateGameDoorValues_EM(); } @@ -103,14 +99,12 @@ 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 +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; @@ -138,21 +135,36 @@ 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; + int i; engine_snapshot_em.game_em = game_em; engine_snapshot_em.lev = lev; @@ -163,23 +175,13 @@ void SaveEngineSnapshotValues_EM() 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 LoadEngineSnapshotValues_EM(void) { - int i, j, k; + int i; game_em = engine_snapshot_em.game_em; lev = engine_snapshot_em.lev; @@ -190,16 +192,6 @@ void LoadEngineSnapshotValues_EM() 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]; }