From: Holger Schemel Date: Sun, 11 Feb 2024 12:40:06 +0000 (+0100) Subject: moved functions (no functional change) X-Git-Tag: 4.4.0.0-test-1~390 X-Git-Url: https://git.artsoft.org/?a=commitdiff_plain;ds=sidebyside;h=97c25dcac5f23b62ca152112eb48f8e9b14156ef;p=rocksndiamonds.git moved functions (no functional change) --- diff --git a/src/game_bd/main_bd.c b/src/game_bd/main_bd.c index efaa78f4..bd3b0382 100644 --- a/src/game_bd/main_bd.c +++ b/src/game_bd/main_bd.c @@ -21,40 +21,6 @@ struct EngineSnapshotInfo_BD engine_snapshot_bd; // level file functions // ============================================================================ -int map_action_RND_to_BD(int action) -{ - GdDirection player_move = gd_direction_from_keypress(action & JOY_UP, - action & JOY_DOWN, - action & JOY_LEFT, - action & JOY_RIGHT); - boolean player_fire = (action & (JOY_BUTTON_1 | JOY_BUTTON_2)); - - return (player_move | (player_fire ? GD_REPLAY_FIRE_MASK : 0)); -} - -int map_action_BD_to_RND(int action) -{ - GdDirection player_move = action & GD_REPLAY_MOVE_MASK; - boolean player_fire = action & GD_REPLAY_FIRE_MASK; - - int action_move = (player_move == GD_MV_UP ? JOY_UP : - player_move == GD_MV_UP_RIGHT ? JOY_UP | JOY_RIGHT : - player_move == GD_MV_RIGHT ? JOY_RIGHT : - player_move == GD_MV_DOWN_RIGHT ? JOY_DOWN | JOY_RIGHT : - player_move == GD_MV_DOWN ? JOY_DOWN : - player_move == GD_MV_DOWN_LEFT ? JOY_DOWN | JOY_LEFT : - player_move == GD_MV_LEFT ? JOY_LEFT : - player_move == GD_MV_UP_LEFT ? JOY_UP | JOY_LEFT : JOY_NO_ACTION); - int action_fire = (player_fire ? JOY_BUTTON_1 : JOY_NO_ACTION); - - return (action_move | action_fire); -} - -boolean checkGameRunning_BD(void) -{ - return (game_bd.game != NULL && game_bd.game->state_counter == GAME_INT_CAVE_RUNNING); -} - void setLevelInfoToDefaults_BD_Ext(int width, int height) { GdCave *cave = native_bd_level.cave; @@ -149,3 +115,42 @@ boolean LoadNativeLevel_BD(char *filename, int level_pos, boolean level_info_onl return TRUE; } + + +// ============================================================================ +// game engine functions +// ============================================================================ + +int map_action_RND_to_BD(int action) +{ + GdDirection player_move = gd_direction_from_keypress(action & JOY_UP, + action & JOY_DOWN, + action & JOY_LEFT, + action & JOY_RIGHT); + boolean player_fire = (action & (JOY_BUTTON_1 | JOY_BUTTON_2)); + + return (player_move | (player_fire ? GD_REPLAY_FIRE_MASK : 0)); +} + +int map_action_BD_to_RND(int action) +{ + GdDirection player_move = action & GD_REPLAY_MOVE_MASK; + boolean player_fire = action & GD_REPLAY_FIRE_MASK; + + int action_move = (player_move == GD_MV_UP ? JOY_UP : + player_move == GD_MV_UP_RIGHT ? JOY_UP | JOY_RIGHT : + player_move == GD_MV_RIGHT ? JOY_RIGHT : + player_move == GD_MV_DOWN_RIGHT ? JOY_DOWN | JOY_RIGHT : + player_move == GD_MV_DOWN ? JOY_DOWN : + player_move == GD_MV_DOWN_LEFT ? JOY_DOWN | JOY_LEFT : + player_move == GD_MV_LEFT ? JOY_LEFT : + player_move == GD_MV_UP_LEFT ? JOY_UP | JOY_LEFT : JOY_NO_ACTION); + int action_fire = (player_fire ? JOY_BUTTON_1 : JOY_NO_ACTION); + + return (action_move | action_fire); +} + +boolean checkGameRunning_BD(void) +{ + return (game_bd.game != NULL && game_bd.game->state_counter == GAME_INT_CAVE_RUNNING); +}