X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame_em%2Finput.c;h=4028f19a553f692e9dc7a3541358f0ab24d27918;hp=9bcc5c109060b299f6c61b15bc8a71bd3d9d7350;hb=567cfcb396e3fc031a25362b747dd0a5a096b4ec;hpb=2b65ec99f743dde3ee41083cf89623d4d9b8740e diff --git a/src/game_em/input.c b/src/game_em/input.c index 9bcc5c10..4028f19a 100644 --- a/src/game_em/input.c +++ b/src/game_em/input.c @@ -3,328 +3,202 @@ * 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) +struct LEVEL lev; +struct PLAYER ply[MAX_PLAYERS]; -unsigned long Random; +short **Boom; +short **Cave; +short **Next; +short **Draw; -struct PLAYER ply1; -struct PLAYER ply2; -struct LEVEL lev; +static short *Index[4][HEIGHT]; +static short Array[4][HEIGHT][WIDTH]; -unsigned short **Boom; -unsigned short **Cave; -unsigned short **Next; -unsigned short **Draw; +extern int screen_x; +extern int screen_y; -static unsigned short *Index[4][HEIGHT]; -static unsigned short Array[4][HEIGHT][WIDTH]; +struct EngineSnapshotInfo_EM engine_snapshot_em; -static int input_die; -static int input_pause; -static int input_refresh; -static int input_esc; +void game_init_vars(void) +{ + int x, y; + + RandomEM = 1684108901; + + for (y = 0; y < HEIGHT; y++) + for (x = 0; x < WIDTH; x++) + Array[0][y][x] = ZBORDER; + for (y = 0; y < HEIGHT; y++) + for (x = 0; x < WIDTH; x++) + Array[1][y][x] = ZBORDER; + for (y = 0; y < HEIGHT; y++) + for (x = 0; x < WIDTH; x++) + Array[2][y][x] = ZBORDER; + for (y = 0; y < HEIGHT; y++) + for (x = 0; x < WIDTH; x++) + Array[3][y][x] = Xblank; + + for (y = 0; y < HEIGHT; y++) + Index[0][y] = Array[0][y]; + for (y = 0; y < HEIGHT; y++) + Index[1][y] = Array[1][y]; + for (y = 0; y < HEIGHT; y++) + Index[2][y] = Array[2][y]; + for (y = 0; y < HEIGHT; y++) + Index[3][y] = Array[3][y]; + + Cave = Index[0]; + Next = Index[1]; + Draw = Index[2]; + Boom = Index[3]; +} -static struct timeval tv1; -static struct timeval tv2; +void InitGameEngine_EM() +{ + prepare_em_level(); -static unsigned char keymatrix[32]; + game_initscreen(); -static int player_mode; -static char player_name[32]; -static int player_level; + RedrawPlayfield_EM(FALSE); +} -static void drawmenu(int pos) +void UpdateGameDoorValues_EM() { - char buffer[256]; - switch(pos) { - case 0: - switch(player_mode) { - case 0: strcpy(buffer, "quit emerald mine"); break; - case 1: strcpy(buffer, "single player"); break; - case 2: strcpy(buffer, "teamwork"); break; - } - title_string(4, 0, 40, buffer); - break; - case 1: - sprintf(buffer, "name: %s", player_name); - title_string(5, 0, 40, buffer); - break; - case 2: - sprintf(buffer, "level: %d", player_level); - title_string(6, 0, 40, buffer); - break; - case 3: - title_string(7, 0, 40, "highscores"); - break; - case 4: - title_string(8, 0, 40, "start"); - break; - case 5: - title_string(10, 1, 13, "played"); - title_string(10, 14, 26, "score"); - title_string(10, 27, 39, "won"); - break; - case 6: - sprintf(buffer, "%d", 0); - title_string(11, 1, 13, buffer); - sprintf(buffer, "%d", 0); - title_string(11, 14, 26, buffer); - sprintf(buffer, "%d", 0); - title_string(11, 27, 39, buffer); - break; - } } -/* bring it all together */ -int game_start(void) +void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode) { - int x,y; - char name[MAXNAME+2]; - int temp; - int pos; - - Random = 1684108901; - - for(y = 0; y < HEIGHT; y++) for(x = 0; x < WIDTH; x++) Array[0][y][x] = ZBORDER; - for(y = 0; y < HEIGHT; y++) for(x = 0; x < WIDTH; x++) Array[1][y][x] = ZBORDER; - for(y = 0; y < HEIGHT; y++) for(x = 0; x < WIDTH; x++) Array[2][y][x] = ZBORDER; - for(y = 0; y < HEIGHT; y++) for(x = 0; x < WIDTH; x++) Array[3][y][x] = Xblank; - - for(y = 0; y < HEIGHT; y++) Index[0][y] = Array[0][y]; - for(y = 0; y < HEIGHT; y++) Index[1][y] = Array[1][y]; - for(y = 0; y < HEIGHT; y++) Index[2][y] = Array[2][y]; - for(y = 0; y < HEIGHT; y++) Index[3][y] = Array[3][y]; - - Cave = Index[0]; - Next = Index[1]; - Draw = Index[2]; - Boom = Index[3]; - - player_mode = 1; /* start off as single player */ - strcpy(player_name, "dave"); - player_level = 0; - - input_pause = 1 * 0; - - for(;;) { - - pos = 4; - - title_initscreen(); - - for(temp = 0; temp < 7; temp++) drawmenu(temp); /* display all lines */ - title_blitants(4 + pos); - - title_blitscore(); - title_animscreen(); - -#if 0 - printf("--> M1: xwindow == %ld\n", xwindow); -#endif - - temp = 1; - for(;;) { - input_eventloop(); - if(input_die) return(0); - if(input_refresh) blitscreen(); - -#if 0 - printf("--> M2: xwindow == %ld\n", xwindow); -#endif - - if(!input_pause) { - title_blitants(4 + pos); - title_blitscore(); - title_animscreen(); - -#if 0 - printf("--> M3: xwindow == %ld\n", xwindow); -#endif - - ply1.joy_n = ply1.joy_e = ply1.joy_s = ply1.joy_w = 0; - - readjoy(); - - if(temp == 0) { - if(ply1.joy_fire) break; - - if(ply1.joy_e && player_level < 99) { - player_level++; - drawmenu(2); - } - if(ply1.joy_w && player_level > 0) { - player_level--; - drawmenu(2); - } - if(ply1.joy_n && pos > 0) { - drawmenu(pos); - pos--; - title_blitants(4 + pos); - } - if(ply1.joy_s && pos < 4) { - drawmenu(pos); - pos++; - title_blitants(4 + pos); - } - } - temp = (ply1.joy_n || ply1.joy_e || ply1.joy_s || ply1.joy_w || ply1.joy_fire); - } - } - -#if 0 - printf("--> M4: xwindow == %ld\n", xwindow); -#endif - - name[MAXNAME] = 0; - snprintf(name, MAXNAME+2, "%s/lev%02d", EM_LVL_DIR, player_level); - if(name[MAXNAME]) snprintf_overflow("read a level in cave/"); - - if(cave_convert(name)) continue; - -#if 0 - printf("--> M5: xwindow == %ld\n", xwindow); -#endif - - game_initscreen(); -#if 0 - printf("--> M6: xwindow == %ld\n", xwindow); -#endif - game_blitscore(); -#if 0 - printf("--> M7: xwindow == %ld\n", xwindow); -#endif - game_animscreen(); - -#if 0 - printf("--> M8: xwindow == %ld\n", xwindow); -#endif - - for(;;) { - input_eventloop(); - if(input_die || input_esc) break; - if(input_refresh) blitscreen(); - - if(!input_pause) { - game_animscreen(); - - frame = (frame - 1) & 7; - - readjoy(); - - if(frame == 7) { - synchro_1(); - synchro_2(); - } - if(frame == 6) { - synchro_3(); - sound_play(); - game_blitscore(); - } - } - } - } + int i; + boolean any_player_dropping = FALSE; + + RandomEM = RandomEM * 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) + { + synchro_1(); + synchro_2(); + } + + if (frame == 6) + { + synchro_3(); + sound_play(); + + 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(void) +/* read input device for players */ + +void readjoy(byte action, struct PLAYER *ply) { - unsigned int i; - unsigned int north = 0, east = 0, south = 0, west = 0, fire = 0; - - for(i = 0; i < 3; i++) if(keymatrix[northKeyCode[i] >> 3] & 1 << (northKeyCode[i] & 7)) north = 1; - for(i = 0; i < 3; i++) if(keymatrix[eastKeyCode[i] >> 3] & 1 << (eastKeyCode[i] & 7)) east = 1; - for(i = 0; i < 3; i++) if(keymatrix[southKeyCode[i] >> 3] & 1 << (southKeyCode[i] & 7)) south = 1; - for(i = 0; i < 3; i++) if(keymatrix[westKeyCode[i] >> 3] & 1 << (westKeyCode[i] & 7)) west = 1; - for(i = 0; i < 3; i++) if(keymatrix[fireKeyCode[i] >> 3] & 1 << (fireKeyCode[i] & 7)) fire = 1; - - ply1.joy_fire = fire; - if(ply1.joy_stick || (north | east | south | west)) { - ply1.joy_n = north; - ply1.joy_e = east; - ply1.joy_s = south; - ply1.joy_w = west; - } - -#if 0 - printf("::: JOY == %d/%d/%d/%d/%d\n", - north, east, south, west, fire); -#endif + int north = 0, east = 0, south = 0, west = 0; + int snap = 0, drop = 0; + + 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; + + ply->joy_snap = snap; + ply->joy_drop = drop; + + if (ply->joy_stick || (north | east | south | west)) + { + ply->joy_n = north; + ply->joy_e = east; + ply->joy_s = south; + ply->joy_w = west; + } } -/* handle events from x windows and block until the next frame - */ -void input_eventloop(void) +void SaveEngineSnapshotValues_EM() { - XEvent event; - unsigned int i; - unsigned long count; - - if(input_pause) { - XPeekEvent(display, &event); /* block until an event arrives */ - - if(gettimeofday(&tv1, 0) == -1) tv1.tv_usec = 0; - } else { - XSync(display, False); /* block until all graphics are drawn */ - - if(gettimeofday(&tv2, 0) == -1) tv2.tv_usec = 0; - count = tv2.tv_usec + 1000000 - tv1.tv_usec; if(count >= 1000000) count -= 1000000; - 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 - } - } - - input_die = 0; - input_refresh = 0; - lastKeySym = NoSymbol; - while(XPending(display)) { /* drain the event queue */ - XNextEvent(display, &event); - switch(event.xany.type) { - case KeyPress: - XLookupString(&event.xkey, (char *)&count, 1, &lastKeySym, 0); - break; - case Expose: - if(event.xexpose.window == xwindow && event.xexpose.count == 0) input_refresh = 1; - break; - case ClientMessage: - if(event.xclient.window == xwindow && (Atom)event.xclient.data.l[0] == deleteAtom) input_die = 1; - break; - case EnterNotify: - if(event.xcrossing.window == xwindow) input_pause = 0; - break; - case LeaveNotify: - if(event.xcrossing.window == xwindow) input_pause = 1; - break; - } - } - XQueryKeymap(display, keymatrix); /* read the keyboard */ - - input_esc = 0; - for(i = 0; i < 1; i++) if(keymatrix[escKeyCode[i] >> 3] & 1 << (escKeyCode[i] & 7)) input_esc = 1; + 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]; } -#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]; +}