X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Finput.c;h=7eccf546178f894186ff1f0e9240cbcc70708e9e;hb=56be9668e4ff713c8fff9b105f0913dd4d373cb1;hp=f04718f7e4a5b19000c457551d1355ee342cd2ec;hpb=73dd81c85be90e466493bcc6f45c402d29bc7f20;p=rocksndiamonds.git diff --git a/src/game_em/input.c b/src/game_em/input.c index f04718f7..7eccf546 100644 --- a/src/game_em/input.c +++ b/src/game_em/input.c @@ -3,116 +3,119 @@ * handle input from x11 and keyboard and joystick */ -#include "global.h" -#include "display.h" -#include "level.h" +#include "main_em.h" -unsigned long Random; +unsigned int RandomEM; -struct PLAYER ply1; -struct PLAYER ply2; -struct LEVEL lev; +struct CAVE cav; +struct LOGIC lev; +struct PLAYER ply[MAX_PLAYERS]; -struct LevelInfo_EM native_em_level; +extern int screen_x; +extern int screen_y; -unsigned short **Boom; -unsigned short **Cave; -unsigned short **Next; -unsigned short **Draw; +struct EngineSnapshotInfo_EM engine_snapshot_em; -static unsigned short *Index[4][HEIGHT]; -static unsigned short Array[4][HEIGHT][WIDTH]; - -extern unsigned int screen_x; -extern unsigned int screen_y; +void game_init_random(void) +{ + RandomEM = 1684108901; +} -void game_init_vars(void) +void game_init_cave_buffers(void) { int x, y; - Random = 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 InitGameEngine_EM(void) { prepare_em_level(); game_initscreen(); - game_animscreen(); + + RedrawPlayfield_EM(FALSE); } -void GameActions_EM(byte action) +static void UpdateGameDoorValues_EM(void) { - static unsigned long game_frame_delay = 0; - unsigned long game_frame_delay_value = getGameFrameDelay_EM(25); - -#if 0 - /* this is done in screens.c/HandleGameActions() by calling BackToFront() */ - XSync(display, False); /* block until all graphics are drawn */ -#endif - - WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value); +} - game_animscreen(); +void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode) +{ + int i; + boolean any_player_dropping = FALSE; - Random = Random * 129 + 1; + RandomEM = RandomEM * 129 + 1; frame = (frame - 1) & 7; - readjoy(action); + 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(); - DrawGameDoorValues_EM(lev.required, ply1.dynamite, lev.score, - (lev.time + 4) / 5); + 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 */ -void readjoy(byte action) +void readjoy(byte action, struct PLAYER *ply) { - unsigned int north = 0, east = 0, south = 0, west = 0, fire = 0; + 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; @@ -127,25 +130,68 @@ void readjoy(byte action) south = 1; if (action & JOY_BUTTON_1) - fire = 1; + snap = 1; -#if 1 - ply1.joy_fire = fire; - if (ply1.joy_stick || (north | east | south | west)) - { - ply1.joy_n = north; - ply1.joy_e = east; - ply1.joy_s = south; - ply1.joy_w = west; - } -#else - ply2.joy_fire = fire; - if (ply2.joy_stick || (north | east | south | west)) + if (action & JOY_BUTTON_2) + drop = 1; + + /* always update drop action */ + ply->joy_drop = drop; + + if (ply->joy_stick || (north | east | south | west)) /* (no "| snap"!) */ { - ply2.joy_n = north; - ply2.joy_e = east; - ply2.joy_s = south; - ply2.joy_w = west; + 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; } -#endif + + /* 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]; }