X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Finput.c;h=cc703ba96cb4ab622f7bec3c2e7f7e5a1dd1b5f1;hb=ac86d841daa4ecafff3128110a1db109e03fb355;hp=172d69890351a55bcd60b84279d6911a071e3ea8;hpb=d14ff3d04c44d90b4dc151fd7774946e20da0152;p=rocksndiamonds.git diff --git a/src/game_em/input.c b/src/game_em/input.c index 172d6989..cc703ba9 100644 --- a/src/game_em/input.c +++ b/src/game_em/input.c @@ -3,9 +3,7 @@ * handle input from x11 and keyboard and joystick */ -#include "global.h" -#include "display.h" -#include "level.h" +#include "main_em.h" unsigned long RandomEM; @@ -24,6 +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; @@ -64,92 +64,49 @@ void InitGameEngine_EM() game_initscreen(); game_animscreen(); -} -#if 1 +#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]) +void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode) { - 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 - - WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value); - - 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) - { - synchro_1(); - synchro_2(); - } + static int foo = -1; - if (frame == 6) - { - synchro_3(); - sound_play(); - - if (game_frame_delay_value > 0) /* do not redraw values in warp mode */ - DrawGameDoorValues_EM(); - } + if (action[0] == 0 && foo != 0) + printf("KEY RELEASED @ %05d\n", FrameCounter); -#if 0 - if (lev.time_initial == 0) - lev.time++; - else if (lev.time > 0) - lev.time--; + foo = action[0]; #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); +#if 1 + if (FrameCounter % 10 == 0) +#endif + printf("::: %05d: %lu, %d\n", FrameCounter, RandomEM, frame); #endif -} -#else + game_animscreen(); -void GameActions_EM(byte action) -{ - 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 0 - /* this is done in screens.c/HandleGameActions() by calling BackToFront() */ - XSync(display, False); /* block until all graphics are drawn */ + SyncDisplay(); #endif - WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value); - - game_animscreen(); + blitscreen(); +#endif 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); @@ -164,31 +121,13 @@ void GameActions_EM(byte action) synchro_3(); sound_play(); - if (game_frame_delay_value > 0) /* do not redraw values in warp mode */ + if (!warp_mode) /* 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 } -#endif - - /* read input device for players */ -#if 1 - void readjoy(byte action, struct PLAYER *ply) { int north = 0, east = 0, south = 0, west = 0; @@ -224,54 +163,56 @@ void readjoy(byte action, struct PLAYER *ply) } } -#else - -void readjoy(byte action) +void SaveEngineSnapshotValues_EM() { - int north = 0, east = 0, south = 0, west = 0; - int snap = 0, drop = 0; + int i, j, k; - if (action & JOY_LEFT) - west = 1; + engine_snapshot_em.game_em = game_em; + engine_snapshot_em.lev = lev; - if (action & JOY_RIGHT) - east = 1; + engine_snapshot_em.RandomEM = RandomEM; + engine_snapshot_em.frame = frame; - if (action & JOY_UP) - north = 1; + engine_snapshot_em.screen_x = screen_x; + engine_snapshot_em.screen_y = screen_y; - if (action & JOY_DOWN) - south = 1; + engine_snapshot_em.Boom = Boom; + engine_snapshot_em.Cave = Cave; + engine_snapshot_em.Next = Next; + engine_snapshot_em.Draw = Draw; - if (action & JOY_BUTTON_1) - snap = 1; + for (i = 0; i < 4; i++) + engine_snapshot_em.ply[i] = ply[i]; - if (action & JOY_BUTTON_2) - drop = 1; + 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]; +} -#if 1 - ply1.joy_snap = snap; - ply1.joy_drop = drop; - if (ply1.joy_stick || (north | east | south | west)) - { - ply1.joy_n = north; - ply1.joy_e = east; - ply1.joy_s = south; - ply1.joy_w = west; - } +void LoadEngineSnapshotValues_EM() +{ + int i, j, k; -#else + game_em = engine_snapshot_em.game_em; + lev = engine_snapshot_em.lev; - 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 -} + RandomEM = engine_snapshot_em.RandomEM; + frame = engine_snapshot_em.frame; -#endif + 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]; +}