#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;
-
-#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();
}
- CheckSingleStepMode_EM(action, frame, game_em.any_player_moving);
-
-#if 1
- game_animscreen();
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (ply[i].joy_drop &&
+ ply[i].dynamite &&
+ ply[i].dynamite_cnt > 0 &&
+ ply[i].dynamite_cnt < 5)
+ any_player_dropping = TRUE;
-#if 1
-#if 0
- SyncDisplay();
-#endif
+ CheckSingleStepMode_EM(action, frame, game_em.any_player_moving,
+ game_em.any_player_snapping, any_player_dropping);
- blitscreen();
-#endif
-#endif
+ RedrawPlayfield_EM(FALSE);
}
/* read input device for players */