added functions to get current player position for all game engines
[rocksndiamonds.git] / src / game_em / input.c
index b54f5526f810ab557f9395b0880c9c5b9eafdade..4028f19a553f692e9dc7a3541358f0ab24d27918 100644 (file)
@@ -3,12 +3,10 @@
  * handle input from x11 and keyboard and joystick
  */
 
-#include "global.h"
-#include "display.h"
-#include "level.h"
+#include "main_em.h"
 
 
-unsigned long RandomEM;
+unsigned int RandomEM;
 
 struct LEVEL lev;
 struct PLAYER ply[MAX_PLAYERS];
@@ -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;
@@ -63,14 +63,18 @@ void InitGameEngine_EM()
   prepare_em_level();
 
   game_initscreen();
-  game_animscreen();
+
+  RedrawPlayfield_EM(FALSE);
+}
+
+void UpdateGameDoorValues_EM()
+{
 }
 
 void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
 {
   int i;
-
-  game_animscreen();
+  boolean any_player_dropping = FALSE;
 
   RandomEM = RandomEM * 129 + 1;
 
@@ -79,7 +83,7 @@ void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
   for (i = 0; i < MAX_PLAYERS; i++)
     readjoy(action[i], &ply[i]);
 
-  UpdateEngineValues(screen_x / TILEX, screen_y / TILEY);
+  UpdateEngineValues(screen_x / TILEX, screen_y / TILEY, ply[0].x, ply[0].y);
 
   if (frame == 7)
   {
@@ -92,9 +96,20 @@ void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
     synchro_3();
     sound_play();
 
-    if (!warp_mode)            /* do not redraw values in warp mode */
-      DrawGameDoorValues_EM();
+    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 */
@@ -133,3 +148,57 @@ 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];
+}