X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame_em%2Finput.c;h=4028f19a553f692e9dc7a3541358f0ab24d27918;hp=f04718f7e4a5b19000c457551d1355ee342cd2ec;hb=567cfcb396e3fc031a25362b747dd0a5a096b4ec;hpb=73dd81c85be90e466493bcc6f45c402d29bc7f20 diff --git a/src/game_em/input.c b/src/game_em/input.c index f04718f7..4028f19a 100644 --- a/src/game_em/input.c +++ b/src/game_em/input.c @@ -3,35 +3,32 @@ * handle input from x11 and keyboard and joystick */ -#include "global.h" -#include "display.h" -#include "level.h" +#include "main_em.h" -unsigned long Random; +unsigned int RandomEM; -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; -extern unsigned int screen_x; -extern unsigned 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++) @@ -66,30 +63,27 @@ void InitGameEngine_EM() prepare_em_level(); game_initscreen(); - game_animscreen(); + + RedrawPlayfield_EM(FALSE); } -void GameActions_EM(byte action) +void UpdateGameDoorValues_EM() { - static unsigned long game_frame_delay = 0; - unsigned long game_frame_delay_value = getGameFrameDelay_EM(25); - -#if 0 - /* this is done in screens.c/HandleGameActions() by calling BackToFront() */ - XSync(display, False); /* block until all graphics are drawn */ -#endif - - WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value); +} - 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); + UpdateEngineValues(screen_x / TILEX, screen_y / TILEY, ply[0].x, ply[0].y); if (frame == 7) { @@ -102,17 +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; @@ -127,25 +132,73 @@ void readjoy(byte action) south = 1; if (action & JOY_BUTTON_1) - fire = 1; + snap = 1; -#if 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; - } -#else - ply2.joy_fire = fire; - if (ply2.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)) { - ply2.joy_n = north; - ply2.joy_e = east; - ply2.joy_s = south; - ply2.joy_w = west; + ply->joy_n = north; + ply->joy_e = east; + ply->joy_s = south; + ply->joy_w = west; } -#endif +} + +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]; }