game_em/convert.c \
game_em/graphics.c \
game_em/init.c \
- game_em/input.c \
+ game_em/game.c \
game_em/logic.c \
game_em/reademc.c \
game_sp/init.c \
convert.c \
graphics.c \
init.c \
- input.c \
+ game.c \
logic.c \
reademc.c
convert.o \
graphics.o \
init.o \
- input.o \
+ game.o \
logic.o \
reademc.o
--- /dev/null
+/* 2007-11-06 03:39:32
+ *
+ * handle interaction between screen and cave
+ */
+
+#include "main_em.h"
+
+
+struct CAVE cav;
+struct LOGIC lev;
+struct PLAYER ply[MAX_PLAYERS];
+
+struct EngineSnapshotInfo_EM engine_snapshot_em;
+
+/* handle input actions for players */
+
+static void readjoy(byte action, struct PLAYER *ply)
+{
+ 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;
+
+ 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;
+
+ /* always update drop action */
+ ply->joy_drop = drop;
+
+ if (ply->joy_stick || (north | east | south | west)) /* (no "| snap"!) */
+ {
+ 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;
+ }
+
+ /* 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 InitGameEngine_EM(void)
+{
+ prepare_em_level();
+
+ game_initscreen();
+
+ RedrawPlayfield_EM(FALSE);
+}
+
+static void UpdateGameDoorValues_EM(void)
+{
+}
+
+void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
+{
+ int i;
+ boolean any_player_dropping = FALSE;
+
+ game_em.random = game_em.random * 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, ply[0].x, ply[0].y);
+
+ if (frame == 7)
+ {
+ logic_players();
+ logic_objects();
+ }
+
+ if (frame == 6)
+ {
+ logic_globals();
+
+ 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);
+}
+
+void SaveEngineSnapshotValues_EM(void)
+{
+ int i;
+
+ engine_snapshot_em.game_em = game_em;
+ engine_snapshot_em.lev = lev;
+
+ 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;
+
+ 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];
+}
/* global function prototypes */
-void readjoy(byte, struct PLAYER *);
-
void game_initscreen(void);
void game_init_random(void);
void game_init_cave_buffers(void);
-/* 2000-08-10T18:03:54Z
+/* 2000-01-06 06:43:39
*
- * open X11 display and sound
+ * set everything up and close everything down
*/
#include "main_em.h"
global_em_info.screenbuffer = screenBitmap;
}
+void game_init_random(void)
+{
+ game_em.random = 1684108901; /* what a nice seed */
+}
+
+void game_init_cave_buffers(void)
+{
+ int x, y;
+
+ for (x = 0; x < CAVE_BUFFER_WIDTH; x++)
+ {
+ for (y = 0; y < CAVE_BUFFER_HEIGHT; y++)
+ {
+ lev.cavebuf[x][y] = Zborder;
+ lev.nextbuf[x][y] = Zborder;
+ lev.drawbuf[x][y] = Zborder;
+ lev.boombuf[x][y] = Xblank;
+ }
+
+ lev.cavecol[x] = lev.cavebuf[x];
+ lev.nextcol[x] = lev.nextbuf[x];
+ lev.drawcol[x] = lev.drawbuf[x];
+ lev.boomcol[x] = lev.boombuf[x];
+ }
+
+ lev.cave = lev.cavecol;
+ lev.next = lev.nextcol;
+ lev.draw = lev.drawcol;
+ lev.boom = lev.boomcol;
+}
+
void em_open_all(void)
{
InitGraphicInfo_EM();
{
}
-/* ---------------------------------------------------------------------- */
-
void play_element_sound(int x, int y, int sample, int element)
{
PlayLevelSound_EM(x, y, element, sample);
+++ /dev/null
-/* 2000-08-13T15:29:40Z
- *
- * handle input from x11 and keyboard and joystick
- */
-
-#include "main_em.h"
-
-
-struct CAVE cav;
-struct LOGIC lev;
-struct PLAYER ply[MAX_PLAYERS];
-
-struct EngineSnapshotInfo_EM engine_snapshot_em;
-
-void game_init_random(void)
-{
- game_em.random = 1684108901;
-}
-
-void game_init_cave_buffers(void)
-{
- int x, y;
-
- 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)
-{
- prepare_em_level();
-
- game_initscreen();
-
- RedrawPlayfield_EM(FALSE);
-}
-
-static void UpdateGameDoorValues_EM(void)
-{
-}
-
-void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
-{
- int i;
- boolean any_player_dropping = FALSE;
-
- game_em.random = game_em.random * 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, ply[0].x, ply[0].y);
-
- if (frame == 7)
- {
- logic_players();
- logic_objects();
- }
-
- if (frame == 6)
- {
- logic_globals();
-
- 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, struct PLAYER *ply)
-{
- 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;
-
- 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;
-
- /* always update drop action */
- ply->joy_drop = drop;
-
- if (ply->joy_stick || (north | east | south | west)) /* (no "| snap"!) */
- {
- 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;
- }
-
- /* 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.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;
-
- 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];
-}