* handle input from x11 and keyboard and joystick
*/
-#include "global.h"
-#include "display.h"
-#include "level.h"
+#include "main_em.h"
unsigned long RandomEM;
game_animscreen();
}
-#if 1
-
-void GameActions_EM(byte action[MAX_PLAYERS])
+void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
{
- static unsigned long game_frame_delay = 0;
-#if 1
- unsigned long game_frame_delay_value = getGameFrameDelay_EM(20);
-#else
- unsigned long game_frame_delay_value = getGameFrameDelay_EM(25);
-#endif
int i;
-#if 0
- /* this is done in screens.c/HandleGameActions() by calling BackToFront() */
- XSync(display, False); /* block until all graphics are drawn */
-#endif
-
- WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
-
game_animscreen();
RandomEM = RandomEM * 129 + 1;
synchro_3();
sound_play();
- if (game_frame_delay_value > 0) /* do not redraw values in warp mode */
+ if (!warp_mode) /* do not redraw values in warp mode */
DrawGameDoorValues_EM();
}
-
-#if 0
- if (lev.time_initial == 0)
- lev.time++;
- else if (lev.time > 0)
- lev.time--;
-#endif
-
-#if 0
- if (lev.time_initial > 0 &&
- lev.time > 0 && lev.time <= 50 && lev.time % 5 == 0 && setup.time_limit)
- play_sound(-1, -1, SAMPLE_time);
-#endif
}
-#else
-
-void GameActions_EM(byte action)
-{
- static unsigned long game_frame_delay = 0;
-#if 1
- unsigned long game_frame_delay_value = getGameFrameDelay_EM(20);
-#else
- unsigned long game_frame_delay_value = getGameFrameDelay_EM(25);
-#endif
-
-#if 0
- /* this is done in screens.c/HandleGameActions() by calling BackToFront() */
- XSync(display, False); /* block until all graphics are drawn */
-#endif
-
- WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
-
- game_animscreen();
-
- RandomEM = RandomEM * 129 + 1;
-
- frame = (frame - 1) & 7;
-
- readjoy(action);
-
- UpdateEngineValues(screen_x / TILEX, screen_y / TILEY);
-
- if (frame == 7)
- {
- synchro_1();
- synchro_2();
- }
-
- if (frame == 6)
- {
- synchro_3();
- sound_play();
-
- if (game_frame_delay_value > 0) /* do not redraw values in warp mode */
- DrawGameDoorValues_EM();
- }
-
-#if 0
- if (lev.time_initial == 0)
- lev.time++;
- else if (lev.time > 0)
- lev.time--;
-#endif
-
-#if 0
- if (lev.time_initial > 0 &&
- lev.time > 0 && lev.time <= 50 && lev.time % 5 == 0 && setup.time_limit)
- play_sound(-1, -1, SAMPLE_time);
-#endif
-}
-
-#endif
-
-
/* read input device for players */
-#if 1
-
void readjoy(byte action, struct PLAYER *ply)
{
int north = 0, east = 0, south = 0, west = 0;
ply->joy_w = west;
}
}
-
-#else
-
-void readjoy(byte action)
-{
- int north = 0, east = 0, south = 0, west = 0;
- int snap = 0, drop = 0;
-
- if (action & JOY_LEFT)
- west = 1;
-
- if (action & JOY_RIGHT)
- east = 1;
-
- if (action & JOY_UP)
- north = 1;
-
- if (action & JOY_DOWN)
- south = 1;
-
- if (action & JOY_BUTTON_1)
- snap = 1;
-
- if (action & JOY_BUTTON_2)
- drop = 1;
-
-#if 1
- ply1.joy_snap = snap;
- ply1.joy_drop = drop;
- if (ply1.joy_stick || (north | east | south | west))
- {
- ply1.joy_n = north;
- ply1.joy_e = east;
- ply1.joy_s = south;
- ply1.joy_w = west;
- }
-
-#else
-
- ply2.joy_snap = snap;
- ply2.joy_drop = drop;
- if (ply2.joy_stick || (north | east | south | west))
- {
- ply2.joy_n = north;
- ply2.joy_e = east;
- ply2.joy_s = south;
- ply2.joy_w = west;
- }
-#endif
-}
-
-#endif