X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Finput.c;h=ae3e1d554d0f93c50fa5f3a1bea9a84848817ffc;hb=88c9b68c44a16e7df62557b63cc7e86731e028c9;hp=ada3aba4f7e3726427b6f628d6924878c7350110;hpb=095207353ef58a65f5146e6ddc7eefb51bfe0f55;p=rocksndiamonds.git diff --git a/src/game_em/input.c b/src/game_em/input.c index ada3aba4..ae3e1d55 100644 --- a/src/game_em/input.c +++ b/src/game_em/input.c @@ -3,30 +3,15 @@ * handle input from x11 and keyboard and joystick */ -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include - #include "global.h" #include "display.h" #include "level.h" -#if defined(TARGET_X11) - -unsigned long Random; +unsigned long RandomEM; -struct PLAYER ply1; -struct PLAYER ply2; struct LEVEL lev; +struct PLAYER ply[MAX_PLAYERS]; unsigned short **Boom; unsigned short **Cave; @@ -36,89 +21,14 @@ unsigned short **Draw; static unsigned short *Index[4][HEIGHT]; static unsigned short Array[4][HEIGHT][WIDTH]; -static int input_die; -static int input_pause; -static int input_refresh; -static int input_esc; - -static struct timeval tv1; -static struct timeval tv2; - -static unsigned char keymatrix[32]; - -static int player_mode; -static char player_name[32]; -static int player_level; - -static void drawmenu(int pos) -{ - char buffer[256]; - - switch(pos) - { - case 0: - switch(player_mode) - { - case 0: - strcpy(buffer, "quit emerald mine"); - break; - - case 1: - strcpy(buffer, "single player"); - break; - - case 2: - strcpy(buffer, "teamwork"); - break; - } - - title_string(4, 0, 40, buffer); - break; - - case 1: - sprintf(buffer, "name: %s", player_name); - title_string(5, 0, 40, buffer); - break; - - case 2: - sprintf(buffer, "level: %d", player_level); - title_string(6, 0, 40, buffer); - break; - - case 3: - title_string(7, 0, 40, "highscores"); - break; - - case 4: - title_string(8, 0, 40, "start"); - break; - - case 5: - title_string(10, 1, 13, "played"); - title_string(10, 14, 26, "score"); - title_string(10, 27, 39, "won"); - break; - - case 6: - sprintf(buffer, "%d", 0); - title_string(11, 1, 13, buffer); - sprintf(buffer, "%d", 0); - title_string(11, 14, 26, buffer); - sprintf(buffer, "%d", 0); - title_string(11, 27, 39, buffer); - break; - } -} +extern unsigned int screen_x; +extern unsigned int screen_y; -/* bring it all together */ -int game_start(void) +void game_init_vars(void) { - int x,y; - char name[MAXNAME+2]; - int temp; - int pos; + int x, y; - Random = 1684108901; + RandomEM = 1684108901; for (y = 0; y < HEIGHT; y++) for (x = 0; x < WIDTH; x++) @@ -146,252 +56,222 @@ int game_start(void) Next = Index[1]; Draw = Index[2]; Boom = Index[3]; +} - player_mode = 1; /* start off as single player */ - strcpy(player_name, "dave"); - player_level = 0; +void InitGameEngine_EM() +{ + prepare_em_level(); + + game_initscreen(); + game_animscreen(); +} + +#if 1 + +void GameActions_EM(byte action[MAX_PLAYERS]) +{ + static unsigned long game_frame_delay = 0; +#if 1 + unsigned long game_frame_delay_value = getGameFrameDelay_EM(20); +#else + unsigned long game_frame_delay_value = getGameFrameDelay_EM(25); +#endif + int i; + +#if 0 + /* this is done in screens.c/HandleGameActions() by calling BackToFront() */ + XSync(display, False); /* block until all graphics are drawn */ +#endif - input_pause = 1 * 0; + WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value); - while (1) + game_animscreen(); + + RandomEM = RandomEM * 129 + 1; + + frame = (frame - 1) & 7; + + for (i = 0; i < MAX_PLAYERS; i++) + readjoy(action[i], &ply[i]); + + UpdateEngineValues(screen_x / TILEX, screen_y / TILEY); + + if (frame == 7) { - pos = 4; + synchro_1(); + synchro_2(); + } - title_initscreen(); - - for (temp = 0; temp < 7; temp++) - drawmenu(temp); /* display all lines */ + if (frame == 6) + { + synchro_3(); + sound_play(); - title_blitants(4 + pos); - - title_blitscore(); - title_animscreen(); - - temp = 1; - while (1) - { - input_eventloop(); - if (input_die) return(0); - if (input_refresh) blitscreen(); - - if (!input_pause) - { - title_blitants(4 + pos); - title_blitscore(); - title_animscreen(); - - ply1.joy_n = ply1.joy_e = ply1.joy_s = ply1.joy_w = 0; - - readjoy(); - - if (temp == 0) - { - if (ply1.joy_fire) - break; - - if (ply1.joy_e && player_level < 99) - { - player_level++; - drawmenu(2); - } - - if (ply1.joy_w && player_level > 0) - { - player_level--; - drawmenu(2); - } - - if (ply1.joy_n && pos > 0) - { - drawmenu(pos); - pos--; - title_blitants(4 + pos); - } - - if (ply1.joy_s && pos < 4) - { - drawmenu(pos); - pos++; - title_blitants(4 + pos); - } - } - - temp = (ply1.joy_n || - ply1.joy_e || - ply1.joy_s || - ply1.joy_w || - ply1.joy_fire); - } - } - - name[MAXNAME] = 0; - snprintf(name, MAXNAME+2, "%s/lev%02d", EM_LVL_DIR, player_level); - - if (name[MAXNAME]) - snprintf_overflow("read a level in cave/"); - - if (cave_convert(name)) - continue; - - game_initscreen(); - game_blitscore(); - game_animscreen(); - - while (1) - { - input_eventloop(); - - if (input_die || input_esc) - break; - - if (input_refresh) - blitscreen(); - - if (!input_pause) - { - game_animscreen(); - - frame = (frame - 1) & 7; - - readjoy(); - - if (frame == 7) - { - synchro_1(); - synchro_2(); - } - - if (frame == 6) - { - synchro_3(); - sound_play(); - game_blitscore(); - } - } - } + if (game_frame_delay_value > 0) /* do not redraw values in warp mode */ + DrawGameDoorValues_EM(); } + +#if 0 + if (lev.time_initial == 0) + lev.time++; + else if (lev.time > 0) + lev.time--; +#endif + +#if 0 + if (lev.time_initial > 0 && + lev.time > 0 && lev.time <= 50 && lev.time % 5 == 0 && setup.time_limit) + play_sound(-1, -1, SAMPLE_time); +#endif } -/* read input device for players - */ -void readjoy(void) +#else + +void GameActions_EM(byte action) { - unsigned int i; - unsigned int north = 0, east = 0, south = 0, west = 0, fire = 0; + static unsigned long game_frame_delay = 0; +#if 1 + unsigned long game_frame_delay_value = getGameFrameDelay_EM(20); +#else + unsigned long game_frame_delay_value = getGameFrameDelay_EM(25); +#endif - for (i = 0; i < 3; i++) - if (keymatrix[northKeyCode[i] >> 3] & 1 << (northKeyCode[i] & 7)) - north = 1; +#if 0 + /* this is done in screens.c/HandleGameActions() by calling BackToFront() */ + XSync(display, False); /* block until all graphics are drawn */ +#endif - for (i = 0; i < 3; i++) - if (keymatrix[eastKeyCode[i] >> 3] & 1 << (eastKeyCode[i] & 7)) - east = 1; + WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value); - for (i = 0; i < 3; i++) - if (keymatrix[southKeyCode[i] >> 3] & 1 << (southKeyCode[i] & 7)) - south = 1; + game_animscreen(); - for (i = 0; i < 3; i++) - if (keymatrix[westKeyCode[i] >> 3] & 1 << (westKeyCode[i] & 7)) - west = 1; + RandomEM = RandomEM * 129 + 1; - for (i = 0; i < 3; i++) - if (keymatrix[fireKeyCode[i] >> 3] & 1 << (fireKeyCode[i] & 7)) - fire = 1; + frame = (frame - 1) & 7; - ply1.joy_fire = fire; - if (ply1.joy_stick || (north | east | south | west)) + readjoy(action); + + UpdateEngineValues(screen_x / TILEX, screen_y / TILEY); + + if (frame == 7) { - ply1.joy_n = north; - ply1.joy_e = east; - ply1.joy_s = south; - ply1.joy_w = west; + synchro_1(); + synchro_2(); } -} - -/* handle events from x windows and block until the next frame - */ -void input_eventloop(void) -{ - XEvent event; - unsigned int i; - unsigned long count; - if (input_pause) + if (frame == 6) { - XPeekEvent(display, &event); /* block until an event arrives */ + synchro_3(); + sound_play(); - if (gettimeofday(&tv1, 0) == -1) - tv1.tv_usec = 0; + if (game_frame_delay_value > 0) /* do not redraw values in warp mode */ + DrawGameDoorValues_EM(); } - else - { - XSync(display, False); /* block until all graphics are drawn */ - if (gettimeofday(&tv2, 0) == -1) - tv2.tv_usec = 0; +#if 0 + if (lev.time_initial == 0) + lev.time++; + else if (lev.time > 0) + lev.time--; +#endif - count = tv2.tv_usec + 1000000 - tv1.tv_usec; - if (count >= 1000000) - count -= 1000000; +#if 0 + if (lev.time_initial > 0 && + lev.time > 0 && lev.time <= 50 && lev.time % 5 == 0 && setup.time_limit) + play_sound(-1, -1, SAMPLE_time); +#endif +} - tv1.tv_usec = tv2.tv_usec; - if (count < 25000) - { - tv2.tv_sec = 0; - tv2.tv_usec = 25000 - count; -#if 1 - select(0, 0, 0, 0, &tv2); /* sleep a bit */ -#else - usleep(tv2.tv_usec); #endif - } + + +/* read input device for players */ + +#if 1 + +void readjoy(byte action, struct PLAYER *ply) +{ + unsigned int north = 0, east = 0, south = 0, west = 0; + unsigned int snap = 0, drop = 0; + + if (action & JOY_LEFT) + west = 1; + + if (action & JOY_RIGHT) + east = 1; + + if (action & JOY_UP) + north = 1; + + if (action & JOY_DOWN) + south = 1; + + if (action & JOY_BUTTON_1) + snap = 1; + + if (action & JOY_BUTTON_2) + drop = 1; + + ply->joy_snap = snap; + ply->joy_drop = drop; + + if (ply->joy_stick || (north | east | south | west)) + { + ply->joy_n = north; + ply->joy_e = east; + ply->joy_s = south; + ply->joy_w = west; } +} + +#else + +void readjoy(byte action) +{ + unsigned int north = 0, east = 0, south = 0, west = 0; + unsigned int snap = 0, drop = 0; + + if (action & JOY_LEFT) + west = 1; + + if (action & JOY_RIGHT) + east = 1; + + if (action & JOY_UP) + north = 1; + + if (action & JOY_DOWN) + south = 1; - input_die = 0; - input_refresh = 0; - lastKeySym = NoSymbol; + if (action & JOY_BUTTON_1) + snap = 1; - while (XPending(display)) + if (action & JOY_BUTTON_2) + drop = 1; + +#if 1 + ply1.joy_snap = snap; + ply1.joy_drop = drop; + if (ply1.joy_stick || (north | east | south | west)) { - /* drain the event queue */ - XNextEvent(display, &event); - - switch(event.xany.type) - { - case KeyPress: - XLookupString(&event.xkey, (char *)&count, 1, &lastKeySym, 0); - break; - - case Expose: - if (event.xexpose.window == xwindow && event.xexpose.count == 0) - input_refresh = 1; - break; - - case ClientMessage: - if (event.xclient.window == xwindow && - (Atom)event.xclient.data.l[0] == deleteAtom) - input_die = 1; - break; - - case EnterNotify: - if (event.xcrossing.window == xwindow) - input_pause = 0; - break; - - case LeaveNotify: - if (event.xcrossing.window == xwindow) - input_pause = 1; - break; - } + ply1.joy_n = north; + ply1.joy_e = east; + ply1.joy_s = south; + ply1.joy_w = west; } - XQueryKeymap(display, keymatrix); /* read the keyboard */ +#else - input_esc = 0; - for (i = 0; i < 1; i++) - if (keymatrix[escKeyCode[i] >> 3] & 1 << (escKeyCode[i] & 7)) - input_esc = 1; + ply2.joy_snap = snap; + ply2.joy_drop = drop; + if (ply2.joy_stick || (north | east | south | west)) + { + ply2.joy_n = north; + ply2.joy_e = east; + ply2.joy_s = south; + ply2.joy_w = west; + } +#endif } #endif