cleanup of some source files and functions for EM engine
authorHolger Schemel <info@artsoft.org>
Sun, 16 Feb 2020 20:58:41 +0000 (21:58 +0100)
committerHolger Schemel <info@artsoft.org>
Tue, 19 May 2020 16:19:57 +0000 (18:19 +0200)
src/Android.mk
src/game_em/Makefile
src/game_em/game.c [new file with mode: 0644]
src/game_em/global.h
src/game_em/init.c
src/game_em/input.c [deleted file]

index 89a7e34fd53f41cafefcf75c826f2fcfa6265545..7d5c7bdc64b7a0651dd4b5edd773a0b8e5a48ac9 100644 (file)
@@ -55,7 +55,7 @@ LOCAL_SRC_FILES := $(SDL_PATH)/src/main/android/SDL_android_main.c \
        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                  \
index c8080a514f1328192af6172c0afd1a67ae9c0d76..4c4c980882269f7a74aad2acf2987de6e0a19b1a 100644 (file)
@@ -20,7 +20,7 @@ SRCS =        cave.c          \
        convert.c       \
        graphics.c      \
        init.c          \
-       input.c         \
+       game.c          \
        logic.c         \
        reademc.c
 
@@ -28,7 +28,7 @@ OBJS =        cave.o          \
        convert.o       \
        graphics.o      \
        init.o          \
-       input.o         \
+       game.o          \
        logic.o         \
        reademc.o
 
diff --git a/src/game_em/game.c b/src/game_em/game.c
new file mode 100644 (file)
index 0000000..fd344ad
--- /dev/null
@@ -0,0 +1,151 @@
+/* 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];
+}
index 00b190c61abf1bc67bbcb99c640f0aa8ca33ec5e..34238421697e9d76c4c053527accd7b3dec746d7 100644 (file)
@@ -12,8 +12,6 @@ extern int screen_x, screen_y;
 
 /* global function prototypes */
 
-void readjoy(byte, struct PLAYER *);
-
 void game_initscreen(void);
 void game_init_random(void);
 void game_init_cave_buffers(void);
index 8be34d401503e144c1dd830f22dbf0e4cc2377cb..d08d8db1cd2ac7dd26fd3bca9fa4b494c15367d2 100644 (file)
@@ -1,6 +1,6 @@
-/* 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"
@@ -18,6 +18,37 @@ void InitGfxBuffers_EM(void)
   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();
@@ -30,8 +61,6 @@ void em_close_all(void)
 {
 }
 
-/* ---------------------------------------------------------------------- */
-
 void play_element_sound(int x, int y, int sample, int element)
 {
   PlayLevelSound_EM(x, y, element, sample);
diff --git a/src/game_em/input.c b/src/game_em/input.c
deleted file mode 100644 (file)
index 6eadbbd..0000000
+++ /dev/null
@@ -1,188 +0,0 @@
-/* 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];
-}