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added enabling debug mode on Android when compiled with 'DEBUG' defined
[rocksndiamonds.git]
/
src
/
game_em
/
input.c
diff --git
a/src/game_em/input.c
b/src/game_em/input.c
index 7b3ae9214f65e38dc40f97ed3d925bd32a0d8ddd..b8e2e663b1f5f96df79356adc6dea8b8220ba33e 100644
(file)
--- a/
src/game_em/input.c
+++ b/
src/game_em/input.c
@@
-63,7
+63,8
@@
void InitGameEngine_EM()
prepare_em_level();
game_initscreen();
prepare_em_level();
game_initscreen();
- game_animscreen();
+
+ RedrawPlayfield_EM(FALSE);
}
void UpdateGameDoorValues_EM()
}
void UpdateGameDoorValues_EM()
@@
-73,7
+74,7
@@
void UpdateGameDoorValues_EM()
void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
{
int i;
void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
{
int i;
- boolean
player_is
_dropping = FALSE;
+ boolean
any_player
_dropping = FALSE;
RandomEM = RandomEM * 129 + 1;
RandomEM = RandomEM * 129 + 1;
@@
-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)
{
@@
-103,14
+104,12
@@
void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
ply[i].dynamite &&
ply[i].dynamite_cnt > 0 &&
ply[i].dynamite_cnt < 5)
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,
CheckSingleStepMode_EM(action, frame, game_em.any_player_moving,
- player_is_dropping);
-
- game_animscreen();
+ game_em.any_player_snapping, any_player_dropping);
-
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;
@@
-138,16
+140,27
@@
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;
}
void SaveEngineSnapshotValues_EM()
}
void SaveEngineSnapshotValues_EM()