X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Finput.c;h=f123b4377a748dcc86bdbfc8166f0f90a37e93c7;hb=2d235297197dd0c325184f7fc401d9c5c41c2616;hp=79efd2f93eeceb0379f412e81c1da31930bffcca;hpb=f47cd4b09952aaf95d16542f6b53f2d8bf9e1d7d;p=rocksndiamonds.git diff --git a/src/game_em/input.c b/src/game_em/input.c index 79efd2f9..f123b437 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() */ @@ -102,8 +104,8 @@ 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(); } } @@ -129,6 +131,7 @@ void readjoy(byte action) if (action & JOY_BUTTON_1) fire = 1; +#if 1 ply1.joy_fire = fire; if (ply1.joy_stick || (north | east | south | west)) { @@ -137,4 +140,14 @@ void readjoy(byte action) ply1.joy_s = south; ply1.joy_w = west; } +#else + ply2.joy_fire = fire; + 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 }