X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Finput.c;h=353b36eec71687f862d7a44fd7b2f7a0061c9b16;hb=1fcb3ddbb8404effdcfa5ebbd53d3ff5009260f6;hp=172d69890351a55bcd60b84279d6911a071e3ea8;hpb=d14ff3d04c44d90b4dc151fd7774946e20da0152;p=rocksndiamonds.git diff --git a/src/game_em/input.c b/src/game_em/input.c index 172d6989..353b36ee 100644 --- a/src/game_em/input.c +++ b/src/game_em/input.c @@ -3,9 +3,7 @@ * handle input from x11 and keyboard and joystick */ -#include "global.h" -#include "display.h" -#include "level.h" +#include "main_em.h" unsigned long RandomEM; @@ -66,25 +64,10 @@ void InitGameEngine_EM() 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; @@ -107,88 +90,13 @@ void GameActions_EM(byte action[MAX_PLAYERS]) 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; @@ -223,55 +131,3 @@ void readjoy(byte action, struct PLAYER *ply) 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