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fixed bug in editor with CEs using graphic of other element
[rocksndiamonds.git]
/
src
/
game_em
/
input.c
diff --git
a/src/game_em/input.c
b/src/game_em/input.c
index 73d1c858362281896c2c42e496e791112f62cc18..1e641bcf921c80fee97102f815731f2d9853e6f4 100644
(file)
--- a/
src/game_em/input.c
+++ b/
src/game_em/input.c
@@
-58,15
+58,16
@@
void game_init_vars(void)
Boom = Index[3];
}
Boom = Index[3];
}
-void InitGameEngine_EM()
+void InitGameEngine_EM(
void
)
{
prepare_em_level();
game_initscreen();
{
prepare_em_level();
game_initscreen();
- game_animscreen();
+
+ RedrawPlayfield_EM(FALSE);
}
}
-
void UpdateGameDoorValues_EM(
)
+
static void UpdateGameDoorValues_EM(void
)
{
}
{
}
@@
-82,7
+83,7
@@
void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
for (i = 0; i < MAX_PLAYERS; i++)
readjoy(action[i], &ply[i]);
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)
{
if (frame == 7)
{
@@
-108,9
+109,7
@@
void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
CheckSingleStepMode_EM(action, frame, game_em.any_player_moving,
game_em.any_player_snapping, any_player_dropping);
CheckSingleStepMode_EM(action, frame, game_em.any_player_moving,
game_em.any_player_snapping, any_player_dropping);
- game_animscreen();
-
- blitscreen();
+ RedrawPlayfield_EM(FALSE);
}
/* read input device for players */
}
/* read input device for players */
@@
-120,6
+119,9
@@
void readjoy(byte action, struct PLAYER *ply)
int north = 0, east = 0, south = 0, west = 0;
int snap = 0, drop = 0;
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_LEFT)
west = 1;
@@
-138,19
+140,34
@@
void readjoy(byte action, struct PLAYER *ply)
if (action & JOY_BUTTON_2)
drop = 1;
if (action & JOY_BUTTON_2)
drop = 1;
- ply->joy_snap = snap;
+ /* always update drop action */
ply->joy_drop = drop;
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;
{
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;
+
+ /* use bug with snap key (mainly TAS keys) sometimes moving the player */
+ if (game_em.use_snap_key_bug)
+ ply->joy_snap = snap;
}
}
-void SaveEngineSnapshotValues_EM()
+void SaveEngineSnapshotValues_EM(
void
)
{
int i, j, k;
{
int i, j, k;
@@
-177,7
+194,7
@@
void SaveEngineSnapshotValues_EM()
engine_snapshot_em.Array[i][j][k] = Array[i][j][k];
}
engine_snapshot_em.Array[i][j][k] = Array[i][j][k];
}
-void LoadEngineSnapshotValues_EM()
+void LoadEngineSnapshotValues_EM(
void
)
{
int i, j, k;
{
int i, j, k;