#include "main_em.h"
-unsigned long RandomEM;
+unsigned int RandomEM;
struct LEVEL lev;
struct PLAYER ply[MAX_PLAYERS];
game_initscreen();
game_animscreen();
+}
-#if 0
- /* blit playfield from scroll buffer to normal back buffer for fading in */
- BlitScreenToBitmap_EM(backbuffer);
-#endif
+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
-
- game_animscreen();
-
-#if 1
-#if 0
- SyncDisplay();
-#endif
-
- blitscreen();
-#endif
+ boolean player_is_dropping = FALSE;
RandomEM = RandomEM * 129 + 1;
synchro_3();
sound_play();
- if (!warp_mode) /* do not redraw values in warp mode */
- DrawGameDoorValues_EM();
+ UpdateGameDoorValues_EM();
}
+
+ 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)
+ player_is_dropping = TRUE;
+
+ CheckSingleStepMode_EM(action, frame, game_em.any_player_moving,
+ player_is_dropping);
+
+ game_animscreen();
+
+ blitscreen();
}
/* read input device for players */
{
int i, j, k;
- engine_snapshot_em.RandomEM = RandomEM;
engine_snapshot_em.game_em = game_em;
engine_snapshot_em.lev = lev;
+
+ engine_snapshot_em.RandomEM = RandomEM;
+ engine_snapshot_em.frame = frame;
+
engine_snapshot_em.screen_x = screen_x;
engine_snapshot_em.screen_y = screen_y;
- engine_snapshot_em.frame = frame;
+
+ engine_snapshot_em.Boom = Boom;
+ engine_snapshot_em.Cave = Cave;
+ engine_snapshot_em.Next = Next;
+ engine_snapshot_em.Draw = Draw;
for (i = 0; i < 4; i++)
engine_snapshot_em.ply[i] = ply[i];
for (j = 0; j < HEIGHT; j++)
for (k = 0; k < WIDTH; k++)
engine_snapshot_em.Array[i][j][k] = Array[i][j][k];
-
}
void LoadEngineSnapshotValues_EM()
{
int i, j, k;
- RandomEM = engine_snapshot_em.RandomEM;
game_em = engine_snapshot_em.game_em;
+ lev = engine_snapshot_em.lev;
+
+ RandomEM = engine_snapshot_em.RandomEM;
+ frame = engine_snapshot_em.frame;
+
screen_x = engine_snapshot_em.screen_x;
screen_y = engine_snapshot_em.screen_y;
- frame = engine_snapshot_em.frame;
+
+ Boom = engine_snapshot_em.Boom;
+ Cave = engine_snapshot_em.Cave;
+ Next = engine_snapshot_em.Next;
+ Draw = engine_snapshot_em.Draw;
for (i = 0; i < 4; i++)
ply[i] = engine_snapshot_em.ply[i];