#include "level.h"
-unsigned long Random;
+unsigned long RandomEM;
-struct PLAYER ply1;
-struct PLAYER ply2;
struct LEVEL lev;
+struct PLAYER ply[MAX_PLAYERS];
unsigned short **Boom;
unsigned short **Cave;
{
int x, y;
- Random = 1684108901;
+ RandomEM = 1684108901;
for (y = 0; y < HEIGHT; y++)
for (x = 0; x < WIDTH; x++)
game_animscreen();
}
+#if 1
+
+void GameActions_EM(byte action[MAX_PLAYERS])
+{
+ 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;
+
+ frame = (frame - 1) & 7;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ readjoy(action[i], &ply[i]);
+
+ 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
+}
+
+#else
+
void GameActions_EM(byte action)
{
static unsigned long game_frame_delay = 0;
game_animscreen();
- Random = Random * 129 + 1;
+ RandomEM = RandomEM * 129 + 1;
frame = (frame - 1) & 7;
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)
+{
+ unsigned int north = 0, east = 0, south = 0, west = 0;
+ unsigned 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;
+
+ ply->joy_snap = snap;
+ ply->joy_drop = drop;
+
+ if (ply->joy_stick || (north | east | south | west))
+ {
+ ply->joy_n = north;
+ ply->joy_e = east;
+ ply->joy_s = south;
+ ply->joy_w = west;
+ }
+}
+
+#else
+
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;
}
#endif
}
+
+#endif