X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Finput.c;h=cc703ba96cb4ab622f7bec3c2e7f7e5a1dd1b5f1;hb=54d813e45f3e66dc0ecd1fae0da578503e5c9277;hp=8ea8c04b9cb3fd63bfca1050e687979bf25e6d88;hpb=2884cb273130660d64871bef2845525ef0bfc034;p=rocksndiamonds.git diff --git a/src/game_em/input.c b/src/game_em/input.c index 8ea8c04b..cc703ba9 100644 --- a/src/game_em/input.c +++ b/src/game_em/input.c @@ -22,6 +22,8 @@ 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) { int x, y; @@ -63,8 +65,10 @@ void InitGameEngine_EM() game_initscreen(); game_animscreen(); - /* blit playfield from scroll buffer to back buffer for fading in */ +#if 0 + /* blit playfield from scroll buffer to normal back buffer for fading in */ BlitScreenToBitmap_EM(backbuffer); +#endif } void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode) @@ -90,11 +94,11 @@ void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode) game_animscreen(); #if 1 +#if 0 SyncDisplay(); +#endif blitscreen(); - - FlushDisplay(); #endif RandomEM = RandomEM * 129 + 1; @@ -158,3 +162,57 @@ void readjoy(byte action, struct PLAYER *ply) ply->joy_w = west; } } + +void SaveEngineSnapshotValues_EM() +{ + int i, j, k; + + 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; + + 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() +{ + int i, j, k; + + 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; + + 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]; +}