#include "main_em.h"
-unsigned long RandomEM;
+unsigned int RandomEM;
struct LEVEL lev;
struct PLAYER ply[MAX_PLAYERS];
prepare_em_level();
game_initscreen();
- game_animscreen();
-#if 0
- /* blit playfield from scroll buffer to normal back buffer for fading in */
- BlitScreenToBitmap_EM(backbuffer);
-#endif
+ RedrawPlayfield_EM(FALSE);
+}
+
+void UpdateGameDoorValues_EM()
+{
}
void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
{
int i;
- boolean player_is_dropping = FALSE;
-
-#if 0
- static int foo = -1;
-
- if (action[0] == 0 && foo != 0)
- printf("KEY RELEASED @ %05d\n", FrameCounter);
-
- foo = action[0];
-#endif
-
-#if 0
-#if 1
- if (FrameCounter % 10 == 0)
-#endif
- printf("::: %05d: %lu, %d\n", FrameCounter, RandomEM, frame);
-#endif
-
-#if 0
- game_animscreen();
-
-#if 1
-#if 0
- SyncDisplay();
-#endif
-
- blitscreen();
-#endif
-#endif
+ boolean any_player_dropping = FALSE;
RandomEM = RandomEM * 129 + 1;
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)
{
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++)
ply[i].dynamite &&
ply[i].dynamite_cnt > 0 &&
ply[i].dynamite_cnt < 5)
- player_is_dropping = TRUE;
+ any_player_dropping = TRUE;
CheckSingleStepMode_EM(action, frame, game_em.any_player_moving,
- player_is_dropping);
-
-#if 1
- game_animscreen();
-
-#if 1
-#if 0
- SyncDisplay();
-#endif
+ game_em.any_player_snapping, any_player_dropping);
- blitscreen();
-#endif
-#endif
+ RedrawPlayfield_EM(FALSE);
}
/* read input device for players */
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;
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()