X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Finput.c;h=ae3e1d554d0f93c50fa5f3a1bea9a84848817ffc;hb=88c9b68c44a16e7df62557b63cc7e86731e028c9;hp=f550494ceeaac64d6d30ca5a2010df304f2705bd;hpb=da8f8eaa9d466f33d94ff884230a613b3f239700;p=rocksndiamonds.git diff --git a/src/game_em/input.c b/src/game_em/input.c index f550494c..ae3e1d55 100644 --- a/src/game_em/input.c +++ b/src/game_em/input.c @@ -3,32 +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 LevelInfo_EM native_em_level; +struct PLAYER ply[MAX_PLAYERS]; unsigned short **Boom; unsigned short **Cave; @@ -38,83 +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 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, 3, 13, "played"); - title_string(10, 14, 26, "score"); - title_string(10, 27, 37, "won"); - break; - - case 6: - sprintf(buffer, "%d", 0); - title_string(11, 3, 13, buffer); - sprintf(buffer, "%d", 0); - title_string(11, 14, 26, buffer); - sprintf(buffer, "%d", 0); - title_string(11, 27, 37, buffer); - break; - } -} +extern unsigned int screen_x; +extern unsigned int screen_y; void game_init_vars(void) { int x, y; - Random = 1684108901; + RandomEM = 1684108901; for (y = 0; y < HEIGHT; y++) for (x = 0; x < WIDTH; x++) @@ -142,225 +56,180 @@ void game_init_vars(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; - - input_pause = 1 * 0; } -int game_play_init(int level_nr, char *filename) +void InitGameEngine_EM() { -#if 0 - if (filename != NULL) - { -#endif + prepare_em_level(); - player_level = level_nr; + game_initscreen(); + game_animscreen(); +} + +#if 1 +void GameActions_EM(byte action[MAX_PLAYERS]) +{ + static unsigned long game_frame_delay = 0; #if 1 - prepare_em_level(); + unsigned long game_frame_delay_value = getGameFrameDelay_EM(20); #else - if (!LoadNativeLevel_EM(filename)) - return 1; + unsigned long game_frame_delay_value = getGameFrameDelay_EM(25); #endif + int i; #if 0 - } - else /* !!! SOON OBSOLETE !!! */ - { - char name[MAXNAME+2]; + /* this is done in screens.c/HandleGameActions() by calling BackToFront() */ + XSync(display, False); /* block until all graphics are drawn */ +#endif - name[MAXNAME] = 0; - snprintf(name, MAXNAME+2, "%s/lev%02d", EM_LVL_DIR, player_level); + WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value); - if (name[MAXNAME]) - snprintf_overflow("read a level in cave/"); + game_animscreen(); - if (cave_convert(name) != 0) - return 1; - } -#endif + RandomEM = RandomEM * 129 + 1; - game_initscreen(); - game_blitscore(); - game_animscreen(); + frame = (frame - 1) & 7; - return 0; -} + for (i = 0; i < MAX_PLAYERS; i++) + readjoy(action[i], &ply[i]); -int game_menu_loop(boolean init, byte action) -{ - static int temp = -1; - static int pos = -1; + UpdateEngineValues(screen_x / TILEX, screen_y / TILEY); - if (init) + if (frame == 7) { - temp = 1; - pos = 4; - - return 0; + synchro_1(); + synchro_2(); } - input_eventloop(); - - if (input_die) - return 1; - - if (input_refresh) - blitscreen(); - - if (!input_pause) + if (frame == 6) { - title_blitscore(); - title_animscreen(); - - ply1.joy_n = ply1.joy_e = ply1.joy_s = ply1.joy_w = 0; - - readjoy(action); - - if (temp == 0) - { - if (ply1.joy_fire) - return 2; - - 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--; - } - - if (ply1.joy_s && pos < 4) - { - drawmenu(pos); - pos++; - } - } - - temp = (ply1.joy_n || ply1.joy_e || ply1.joy_s || ply1.joy_w || - ply1.joy_fire); + synchro_3(); + sound_play(); + + if (game_frame_delay_value > 0) /* do not redraw values in warp mode */ + DrawGameDoorValues_EM(); } - return 0; +#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 } -int game_play_loop(byte action) +#else + +void GameActions_EM(byte action) { - input_eventloop(); + 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 - if (input_die || input_esc) - return 1; +#if 0 + /* this is done in screens.c/HandleGameActions() by calling BackToFront() */ + XSync(display, False); /* block until all graphics are drawn */ +#endif - if (input_refresh) - blitscreen(); + WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value); - if (!input_pause) - { - game_animscreen(); + game_animscreen(); - frame = (frame - 1) & 7; + RandomEM = RandomEM * 129 + 1; - readjoy(action); + frame = (frame - 1) & 7; -#if 1 - if (input_esc) - return 1; -#endif + readjoy(action); + + UpdateEngineValues(screen_x / TILEX, screen_y / TILEY); - if (frame == 7) - { - synchro_1(); - synchro_2(); - } - - if (frame == 6) - { - synchro_3(); - sound_play(); - game_blitscore(); - } + if (frame == 7) + { + synchro_1(); + synchro_2(); } - return 0; -} + if (frame == 6) + { + synchro_3(); + sound_play(); -void game_menu_init(void) -{ - int i; + if (game_frame_delay_value > 0) /* do not redraw values in warp mode */ + DrawGameDoorValues_EM(); + } - title_initscreen(); +#if 0 + if (lev.time_initial == 0) + lev.time++; + else if (lev.time > 0) + lev.time--; +#endif - for (i = 0; i < 7; i++) - drawmenu(i); /* display all lines */ +#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 +} - title_blitscore(); - title_animscreen(); +#endif - game_menu_loop(1, 0); -} -int game_loop(byte action) +/* read input device for players */ + +#if 1 + +void readjoy(byte action, struct PLAYER *ply) { -#if 0 - printf("::: action == 0x%02x\n", action); -#endif + unsigned int north = 0, east = 0, south = 0, west = 0; + unsigned int snap = 0, drop = 0; - if (em_game_status == EM_GAME_STATUS_MENU) - { - int result = game_menu_loop(0, action); + if (action & JOY_LEFT) + west = 1; + + if (action & JOY_RIGHT) + east = 1; - if (result == 1) - { - /* exit program */ + if (action & JOY_UP) + north = 1; - return 1; - } + if (action & JOY_DOWN) + south = 1; - if (result == 2) - { - /* start playing */ + if (action & JOY_BUTTON_1) + snap = 1; - em_game_status = EM_GAME_STATUS_PLAY; - if (game_play_init(player_level, NULL) != 0) - em_game_status = EM_GAME_STATUS_MENU; - } - } - else if (em_game_status == EM_GAME_STATUS_PLAY) - { - if (game_play_loop(action) != 0) - { - /* stop playing */ + if (action & JOY_BUTTON_2) + drop = 1; - if (skip_menu) - return 1; + ply->joy_snap = snap; + ply->joy_drop = drop; - em_game_status = EM_GAME_STATUS_MENU; - game_menu_init(); - } + if (ply->joy_stick || (north | east | south | west)) + { + ply->joy_n = north; + ply->joy_e = east; + ply->joy_s = south; + ply->joy_w = west; } - - return 0; } - -/* read input device for players */ +#else void readjoy(byte action) { - unsigned int north = 0, east = 0, south = 0, west = 0, fire = 0; + unsigned int north = 0, east = 0, south = 0, west = 0; + unsigned int snap = 0, drop = 0; if (action & JOY_LEFT) west = 1; @@ -375,14 +244,14 @@ void readjoy(byte action) south = 1; if (action & JOY_BUTTON_1) - fire = 1; + snap = 1; -#if 0 if (action & JOY_BUTTON_2) - input_esc = 1; -#endif + drop = 1; - ply1.joy_fire = fire; +#if 1 + ply1.joy_snap = snap; + ply1.joy_drop = drop; if (ply1.joy_stick || (north | east | south | west)) { ply1.joy_n = north; @@ -390,42 +259,19 @@ void readjoy(byte action) ply1.joy_s = south; ply1.joy_w = west; } -} - -/* handle events from x windows and block until the next frame */ - -void input_eventloop(void) -{ - unsigned long count; +#else - if (!input_pause) + ply2.joy_snap = snap; + ply2.joy_drop = drop; + if (ply2.joy_stick || (north | east | south | west)) { - XSync(display, False); /* block until all graphics are drawn */ - - if (gettimeofday(&tv2, 0) == -1) - tv2.tv_usec = 0; - - count = tv2.tv_usec + 1000000 - tv1.tv_usec; - if (count >= 1000000) - count -= 1000000; - - 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 - } + ply2.joy_n = north; + ply2.joy_e = east; + ply2.joy_s = south; + ply2.joy_w = west; } - - input_esc = 0; - input_die = 0; - input_refresh = 0; +#endif } #endif