X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Finput.c;h=b46399039058863e9c4ee81eafe5e208fd6e1377;hb=1e4a6b46371858fdb85052eec3e7143732ff91b5;hp=f04718f7e4a5b19000c457551d1355ee342cd2ec;hpb=73dd81c85be90e466493bcc6f45c402d29bc7f20;p=rocksndiamonds.git diff --git a/src/game_em/input.c b/src/game_em/input.c index f04718f7..b4639903 100644 --- a/src/game_em/input.c +++ b/src/game_em/input.c @@ -14,8 +14,6 @@ struct PLAYER ply1; struct PLAYER ply2; struct LEVEL lev; -struct LevelInfo_EM native_em_level; - unsigned short **Boom; unsigned short **Cave; unsigned short **Next; @@ -72,7 +70,11 @@ void InitGameEngine_EM() 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() */ @@ -102,9 +104,22 @@ void GameActions_EM(byte action) 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(); } + +#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 } @@ -112,7 +127,8 @@ void GameActions_EM(byte action) 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; @@ -127,10 +143,14 @@ void readjoy(byte action) 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; @@ -138,8 +158,11 @@ void readjoy(byte action) 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;