X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame_em%2Finput.c;h=4028f19a553f692e9dc7a3541358f0ab24d27918;hp=ada3aba4f7e3726427b6f628d6924878c7350110;hb=567cfcb396e3fc031a25362b747dd0a5a096b4ec;hpb=095207353ef58a65f5146e6ddc7eefb51bfe0f55 diff --git a/src/game_em/input.c b/src/game_em/input.c index ada3aba4..4028f19a 100644 --- a/src/game_em/input.c +++ b/src/game_em/input.c @@ -3,122 +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]; -unsigned short **Boom; -unsigned short **Cave; -unsigned short **Next; -unsigned short **Draw; - -static unsigned short *Index[4][HEIGHT]; -static unsigned short Array[4][HEIGHT][WIDTH]; - -static int input_die; -static int input_pause; -static int input_refresh; -static int input_esc; - -static struct timeval tv1; -static struct timeval tv2; - -static unsigned char keymatrix[32]; +short **Boom; +short **Cave; +short **Next; +short **Draw; -static int player_mode; -static char player_name[32]; -static int player_level; +static short *Index[4][HEIGHT]; +static short Array[4][HEIGHT][WIDTH]; -static void drawmenu(int pos) -{ - char buffer[256]; +extern int screen_x; +extern int screen_y; - 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; - } -} +struct EngineSnapshotInfo_EM engine_snapshot_em; -/* bring it all together */ -int game_start(void) +void game_init_vars(void) { - int x,y; - char name[MAXNAME+2]; - int temp; - int pos; + int x, y; - Random = 1684108901; + RandomEM = 1684108901; for (y = 0; y < HEIGHT; y++) for (x = 0; x < WIDTH; x++) @@ -146,252 +56,149 @@ int game_start(void) Next = Index[1]; Draw = Index[2]; Boom = Index[3]; +} + +void InitGameEngine_EM() +{ + prepare_em_level(); + + game_initscreen(); + + RedrawPlayfield_EM(FALSE); +} + +void UpdateGameDoorValues_EM() +{ +} + +void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode) +{ + int i; + boolean any_player_dropping = FALSE; - player_mode = 1; /* start off as single player */ - strcpy(player_name, "dave"); - player_level = 0; + RandomEM = RandomEM * 129 + 1; - input_pause = 1 * 0; + frame = (frame - 1) & 7; - while (1) + 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) { - pos = 4; + synchro_1(); + synchro_2(); + } - title_initscreen(); - - for (temp = 0; temp < 7; temp++) - drawmenu(temp); /* display all lines */ + if (frame == 6) + { + synchro_3(); + sound_play(); - title_blitants(4 + pos); - - title_blitscore(); - title_animscreen(); - - temp = 1; - while (1) - { - input_eventloop(); - if (input_die) return(0); - if (input_refresh) blitscreen(); - - if (!input_pause) - { - title_blitants(4 + pos); - title_blitscore(); - title_animscreen(); - - 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); - } - } - - 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; - - game_initscreen(); - game_blitscore(); - game_animscreen(); - - while (1) - { - 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(); - } - } - } + 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; + int north = 0, east = 0, south = 0, west = 0; + int snap = 0, drop = 0; - for (i = 0; i < 3; i++) - if (keymatrix[northKeyCode[i] >> 3] & 1 << (northKeyCode[i] & 7)) - north = 1; + if (action & JOY_LEFT) + west = 1; - for (i = 0; i < 3; i++) - if (keymatrix[eastKeyCode[i] >> 3] & 1 << (eastKeyCode[i] & 7)) - east = 1; + if (action & JOY_RIGHT) + east = 1; - for (i = 0; i < 3; i++) - if (keymatrix[southKeyCode[i] >> 3] & 1 << (southKeyCode[i] & 7)) - south = 1; + if (action & JOY_UP) + north = 1; - for (i = 0; i < 3; i++) - if (keymatrix[westKeyCode[i] >> 3] & 1 << (westKeyCode[i] & 7)) - west = 1; + if (action & JOY_DOWN) + south = 1; - for (i = 0; i < 3; i++) - if (keymatrix[fireKeyCode[i] >> 3] & 1 << (fireKeyCode[i] & 7)) - fire = 1; + if (action & JOY_BUTTON_1) + snap = 1; - ply1.joy_fire = fire; - if (ply1.joy_stick || (north | east | south | west)) + if (action & JOY_BUTTON_2) + drop = 1; + + ply->joy_snap = snap; + ply->joy_drop = drop; + + 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; } } -/* 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; + int i, j, k; - if (input_pause) - { - XPeekEvent(display, &event); /* block until an event arrives */ + engine_snapshot_em.game_em = game_em; + engine_snapshot_em.lev = lev; - 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 - } - } + engine_snapshot_em.RandomEM = RandomEM; + engine_snapshot_em.frame = frame; - input_die = 0; - input_refresh = 0; - lastKeySym = NoSymbol; + engine_snapshot_em.screen_x = screen_x; + engine_snapshot_em.screen_y = screen_y; - 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; - } - } + engine_snapshot_em.Boom = Boom; + engine_snapshot_em.Cave = Cave; + engine_snapshot_em.Next = Next; + engine_snapshot_em.Draw = Draw; - XQueryKeymap(display, keymatrix); /* read the keyboard */ + for (i = 0; i < 4; i++) + engine_snapshot_em.ply[i] = ply[i]; - input_esc = 0; - for (i = 0; i < 1; i++) - if (keymatrix[escKeyCode[i] >> 3] & 1 << (escKeyCode[i] & 7)) - input_esc = 1; + 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]; +}