X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame_em%2Finput.c;h=4028f19a553f692e9dc7a3541358f0ab24d27918;hp=353b36eec71687f862d7a44fd7b2f7a0061c9b16;hb=567cfcb396e3fc031a25362b747dd0a5a096b4ec;hpb=1fcb3ddbb8404effdcfa5ebbd53d3ff5009260f6 diff --git a/src/game_em/input.c b/src/game_em/input.c index 353b36ee..4028f19a 100644 --- a/src/game_em/input.c +++ b/src/game_em/input.c @@ -6,7 +6,7 @@ #include "main_em.h" -unsigned long RandomEM; +unsigned int RandomEM; struct LEVEL lev; struct PLAYER ply[MAX_PLAYERS]; @@ -22,6 +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; @@ -61,14 +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; @@ -77,7 +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) { @@ -90,9 +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 */ @@ -131,3 +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]; +}