struct PLAYER ply2;
struct LEVEL lev;
-struct LevelInfo_EM native_em_level;
-
unsigned short **Boom;
unsigned short **Cave;
unsigned short **Next;
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() */
synchro_3();
sound_play();
- DrawGameDoorValues_EM(lev.required, ply1.dynamite, lev.score,
- (lev.time + 4) / 5);
+ if (game_frame_delay_value > 0) /* do not redraw values in warp mode */
+ DrawGameDoorValues_EM();
}
}
void readjoy(byte action)
{
- unsigned int north = 0, east = 0, south = 0, west = 0, fire = 0;
+ unsigned int north = 0, east = 0, south = 0, west = 0;
+ unsigned int snap = 0, drop = 0;
if (action & JOY_LEFT)
west = 1;
south = 1;
if (action & JOY_BUTTON_1)
- fire = 1;
+ snap = 1;
+
+ if (action & JOY_BUTTON_2)
+ drop = 1;
#if 1
- ply1.joy_fire = fire;
+ ply1.joy_snap = snap;
+ ply1.joy_drop = drop;
if (ply1.joy_stick || (north | east | south | west))
{
ply1.joy_n = north;
ply1.joy_s = south;
ply1.joy_w = west;
}
+
#else
- ply2.joy_fire = fire;
+
+ ply2.joy_snap = snap;
+ ply2.joy_drop = drop;
if (ply2.joy_stick || (north | east | south | west))
{
ply2.joy_n = north;