X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame_em%2Finput.c;h=4028f19a553f692e9dc7a3541358f0ab24d27918;hp=86feeb4d3e54acfaf7d3281ceb3ad85a183c3330;hb=567cfcb396e3fc031a25362b747dd0a5a096b4ec;hpb=2362e426463cb445e119a4e3e5ce0b6ccb3fb33c diff --git a/src/game_em/input.c b/src/game_em/input.c index 86feeb4d..4028f19a 100644 --- a/src/game_em/input.c +++ b/src/game_em/input.c @@ -3,46 +3,32 @@ * handle input from x11 and keyboard and joystick */ -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include +#include "main_em.h" -#include "global.h" -#include "display.h" -#include "level.h" +unsigned int RandomEM; -#if defined(TARGET_X11) - -unsigned long Random; - -struct PLAYER ply1; -struct PLAYER ply2; struct LEVEL lev; +struct PLAYER ply[MAX_PLAYERS]; -struct LevelInfo_EM native_em_level; +short **Boom; +short **Cave; +short **Next; +short **Draw; -unsigned short **Boom; -unsigned short **Cave; -unsigned short **Next; -unsigned short **Draw; +static short *Index[4][HEIGHT]; +static short Array[4][HEIGHT][WIDTH]; -static unsigned short *Index[4][HEIGHT]; -static unsigned 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; - Random = 1684108901; + RandomEM = 1684108901; for (y = 0; y < HEIGHT; y++) for (x = 0; x < WIDTH; x++) @@ -77,20 +63,27 @@ void InitGameEngine_EM() prepare_em_level(); game_initscreen(); - game_animscreen(); + + RedrawPlayfield_EM(FALSE); } -void GameActions_EM(byte action) +void UpdateGameDoorValues_EM() { - input_eventloop(); +} - game_animscreen(); +void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode) +{ + int i; + boolean any_player_dropping = FALSE; - Random = Random * 129 + 1; + RandomEM = RandomEM * 129 + 1; frame = (frame - 1) & 7; - readjoy(action); + 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) { @@ -103,17 +96,28 @@ void GameActions_EM(byte action) synchro_3(); sound_play(); - DrawGameDoorValues_EM(lev.required, ply1.dynamite, lev.score, - (lev.time + 4) / 5); + 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) +void readjoy(byte action, struct PLAYER *ply) { - unsigned int north = 0, east = 0, south = 0, west = 0, fire = 0; + int north = 0, east = 0, south = 0, west = 0; + int snap = 0, drop = 0; if (action & JOY_LEFT) west = 1; @@ -128,47 +132,73 @@ void readjoy(byte action) south = 1; if (action & JOY_BUTTON_1) - fire = 1; + snap = 1; + + if (action & JOY_BUTTON_2) + drop = 1; + + ply->joy_snap = snap; + ply->joy_drop = drop; - ply1.joy_fire = fire; - if (ply1.joy_stick || (north | east | south | west)) + if (ply->joy_stick || (north | east | south | west)) { - ply1.joy_n = north; - ply1.joy_e = east; - ply1.joy_s = south; - ply1.joy_w = west; + ply->joy_n = north; + ply->joy_e = east; + ply->joy_s = south; + ply->joy_w = west; } } +void SaveEngineSnapshotValues_EM() +{ + int i, j, k; -/* handle events from x windows and block until the next frame */ + engine_snapshot_em.game_em = game_em; + engine_snapshot_em.lev = lev; -void input_eventloop(void) -{ - static struct timeval tv1 = { 0, 0 }; - static struct timeval tv2 = { 0, 0 }; - unsigned long count; + engine_snapshot_em.RandomEM = RandomEM; + engine_snapshot_em.frame = frame; - XSync(display, False); /* block until all graphics are drawn */ + engine_snapshot_em.screen_x = screen_x; + engine_snapshot_em.screen_y = screen_y; - if (gettimeofday(&tv2, 0) == -1) - tv2.tv_usec = 0; + engine_snapshot_em.Boom = Boom; + engine_snapshot_em.Cave = Cave; + engine_snapshot_em.Next = Next; + engine_snapshot_em.Draw = Draw; - count = tv2.tv_usec + 1000000 - tv1.tv_usec; - if (count >= 1000000) - count -= 1000000; + for (i = 0; i < 4; i++) + engine_snapshot_em.ply[i] = ply[i]; - tv1.tv_usec = tv2.tv_usec; - if (count < 25000) - { - tv2.tv_sec = 0; - tv2.tv_usec = 25000 - count; -#if 1 - select(0, 0, 0, 0, &tv2); /* sleep a bit */ -#else - usleep(tv2.tv_usec); -#endif - } + 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]; } -#endif +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]; +}