1 /* 2000-08-13T15:29:40Z
2 *
3 * handle input from x11 and keyboard and joystick
4 */
5
6 #include "main_em.h"
7
8
9 unsigned int RandomEM;
10
11 struct LEVEL lev;
12 struct PLAYER ply[MAX_PLAYERS];
13
14 short **Boom;
15 short **Cave;
16 short **Next;
17 short **Draw;
18
19 static short *Index[4][HEIGHT];
20 static short Array[4][HEIGHT][WIDTH];
21
22 extern int screen_x;
23 extern int screen_y;
24
25 struct EngineSnapshotInfo_EM engine_snapshot_em;
26
game_init_vars(void)27 void game_init_vars(void)
28 {
29 int x, y;
30
31 RandomEM = 1684108901;
32
33 for (y = 0; y < HEIGHT; y++)
34 for (x = 0; x < WIDTH; x++)
35 Array[0][y][x] = ZBORDER;
36 for (y = 0; y < HEIGHT; y++)
37 for (x = 0; x < WIDTH; x++)
38 Array[1][y][x] = ZBORDER;
39 for (y = 0; y < HEIGHT; y++)
40 for (x = 0; x < WIDTH; x++)
41 Array[2][y][x] = ZBORDER;
42 for (y = 0; y < HEIGHT; y++)
43 for (x = 0; x < WIDTH; x++)
44 Array[3][y][x] = Xblank;
45
46 for (y = 0; y < HEIGHT; y++)
47 Index[0][y] = Array[0][y];
48 for (y = 0; y < HEIGHT; y++)
49 Index[1][y] = Array[1][y];
50 for (y = 0; y < HEIGHT; y++)
51 Index[2][y] = Array[2][y];
52 for (y = 0; y < HEIGHT; y++)
53 Index[3][y] = Array[3][y];
54
55 Cave = Index[0];
56 Next = Index[1];
57 Draw = Index[2];
58 Boom = Index[3];
59 }
60
InitGameEngine_EM()61 void InitGameEngine_EM()
62 {
63 prepare_em_level();
64
65 game_initscreen();
66 game_animscreen();
67
68 #if 0
69 /* blit playfield from scroll buffer to normal back buffer for fading in */
70 BlitScreenToBitmap_EM(backbuffer);
71 #endif
72 }
73
GameActions_EM(byte action[MAX_PLAYERS],boolean warp_mode)74 void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
75 {
76 int i;
77 boolean player_is_dropping = FALSE;
78
79 #if 0
80 static int foo = -1;
81
82 if (action[0] == 0 && foo != 0)
83 printf("KEY RELEASED @ %05d\n", FrameCounter);
84
85 foo = action[0];
86 #endif
87
88 #if 0
89 #if 1
90 if (FrameCounter % 10 == 0)
91 #endif
92 printf("::: %05d: %lu, %d\n", FrameCounter, RandomEM, frame);
93 #endif
94
95 #if 0
96 game_animscreen();
97
98 #if 1
99 #if 0
100 SyncDisplay();
101 #endif
102
103 blitscreen();
104 #endif
105 #endif
106
107 RandomEM = RandomEM * 129 + 1;
108
109 frame = (frame - 1) & 7;
110
111 for (i = 0; i < MAX_PLAYERS; i++)
112 readjoy(action[i], &ply[i]);
113
114 UpdateEngineValues(screen_x / TILEX, screen_y / TILEY);
115
116 if (frame == 7)
117 {
118 synchro_1();
119 synchro_2();
120 }
121
122 if (frame == 6)
123 {
124 synchro_3();
125 sound_play();
126
127 if (!warp_mode) /* do not redraw values in warp mode */
128 DrawGameDoorValues_EM();
129 }
130
131 for (i = 0; i < MAX_PLAYERS; i++)
132 if (ply[i].joy_drop &&
133 ply[i].dynamite &&
134 ply[i].dynamite_cnt > 0 &&
135 ply[i].dynamite_cnt < 5)
136 player_is_dropping = TRUE;
137
138 CheckSingleStepMode_EM(action, frame, game_em.any_player_moving,
139 player_is_dropping);
140
141 #if 1
142 game_animscreen();
143
144 #if 1
145 #if 0
146 SyncDisplay();
147 #endif
148
149 blitscreen();
150 #endif
151 #endif
152 }
153
154 /* read input device for players */
155
readjoy(byte action,struct PLAYER * ply)156 void readjoy(byte action, struct PLAYER *ply)
157 {
158 int north = 0, east = 0, south = 0, west = 0;
159 int snap = 0, drop = 0;
160
161 if (action & JOY_LEFT)
162 west = 1;
163
164 if (action & JOY_RIGHT)
165 east = 1;
166
167 if (action & JOY_UP)
168 north = 1;
169
170 if (action & JOY_DOWN)
171 south = 1;
172
173 if (action & JOY_BUTTON_1)
174 snap = 1;
175
176 if (action & JOY_BUTTON_2)
177 drop = 1;
178
179 ply->joy_snap = snap;
180 ply->joy_drop = drop;
181
182 if (ply->joy_stick || (north | east | south | west))
183 {
184 ply->joy_n = north;
185 ply->joy_e = east;
186 ply->joy_s = south;
187 ply->joy_w = west;
188 }
189 }
190
SaveEngineSnapshotValues_EM()191 void SaveEngineSnapshotValues_EM()
192 {
193 int i, j, k;
194
195 engine_snapshot_em.game_em = game_em;
196 engine_snapshot_em.lev = lev;
197
198 engine_snapshot_em.RandomEM = RandomEM;
199 engine_snapshot_em.frame = frame;
200
201 engine_snapshot_em.screen_x = screen_x;
202 engine_snapshot_em.screen_y = screen_y;
203
204 engine_snapshot_em.Boom = Boom;
205 engine_snapshot_em.Cave = Cave;
206 engine_snapshot_em.Next = Next;
207 engine_snapshot_em.Draw = Draw;
208
209 for (i = 0; i < 4; i++)
210 engine_snapshot_em.ply[i] = ply[i];
211
212 for (i = 0; i < 4; i++)
213 for (j = 0; j < HEIGHT; j++)
214 for (k = 0; k < WIDTH; k++)
215 engine_snapshot_em.Array[i][j][k] = Array[i][j][k];
216 }
217
LoadEngineSnapshotValues_EM()218 void LoadEngineSnapshotValues_EM()
219 {
220 int i, j, k;
221
222 game_em = engine_snapshot_em.game_em;
223 lev = engine_snapshot_em.lev;
224
225 RandomEM = engine_snapshot_em.RandomEM;
226 frame = engine_snapshot_em.frame;
227
228 screen_x = engine_snapshot_em.screen_x;
229 screen_y = engine_snapshot_em.screen_y;
230
231 Boom = engine_snapshot_em.Boom;
232 Cave = engine_snapshot_em.Cave;
233 Next = engine_snapshot_em.Next;
234 Draw = engine_snapshot_em.Draw;
235
236 for (i = 0; i < 4; i++)
237 ply[i] = engine_snapshot_em.ply[i];
238
239 for (i = 0; i < 4; i++)
240 for (j = 0; j < HEIGHT; j++)
241 for (k = 0; k < WIDTH; k++)
242 Array[i][j][k] = engine_snapshot_em.Array[i][j][k];
243 }
244