X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame_em%2Finput.c;h=b8e2e663b1f5f96df79356adc6dea8b8220ba33e;hp=2c6c1faacfb498d0ecbebba05a8f95934166f57b;hb=520916c89d7d96944bf3d66e3caa5afd840df74c;hpb=c0c5862d9ee59c70412b1c35e558101b109a8ec9 diff --git a/src/game_em/input.c b/src/game_em/input.c index 2c6c1faa..b8e2e663 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; @@ -61,25 +63,18 @@ void InitGameEngine_EM() prepare_em_level(); game_initscreen(); - game_animscreen(); - /* blit playfield from scroll buffer to back buffer for fading in */ - BlitScreenToBitmap_EM(backbuffer); + RedrawPlayfield_EM(FALSE); +} + +void UpdateGameDoorValues_EM() +{ } void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode) { int i; - - game_animscreen(); - -#if 1 - SyncDisplay(); - - blitscreen(); - - FlushDisplay(); -#endif + boolean any_player_dropping = FALSE; RandomEM = RandomEM * 129 + 1; @@ -88,7 +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) { @@ -101,9 +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 */ @@ -113,6 +119,9 @@ void readjoy(byte action, struct PLAYER *ply) int north = 0, east = 0, south = 0, west = 0; int snap = 0, drop = 0; + if (game_em.use_single_button && action & (JOY_BUTTON_1 | JOY_BUTTON_2)) + action |= JOY_BUTTON_1 | JOY_BUTTON_2; + if (action & JOY_LEFT) west = 1; @@ -131,14 +140,79 @@ void readjoy(byte action, struct PLAYER *ply) if (action & JOY_BUTTON_2) drop = 1; - ply->joy_snap = snap; + /* always update drop action */ ply->joy_drop = drop; - if (ply->joy_stick || (north | east | south | west)) + if (ply->joy_stick || (north | east | south | west)) /* (no "| snap"!) */ { ply->joy_n = north; ply->joy_e = east; ply->joy_s = south; ply->joy_w = west; + + /* when storing last action, only update snap action with direction */ + /* (prevents clearing direction if snapping stopped before frame 7) */ + ply->joy_snap = snap; } + + /* if no direction was stored before, allow setting snap to current state */ + if (!ply->joy_n && + !ply->joy_e && + !ply->joy_s && + !ply->joy_w) + ply->joy_snap = snap; +} + +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]; }