X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fscreens.c;h=d6c84d81a4495eb03e19eedd99ae849bfc2c4cf2;hb=0078fa1620abed262370083c0c6aa475a25e1b04;hp=1ba452fbc249bf0c60b915decf32aa82b22fe6ac;hpb=aba4ad86f8fe03895d83c48536d9848726644293;p=rocksndiamonds.git diff --git a/src/screens.c b/src/screens.c index 1ba452fb..d6c84d81 100644 --- a/src/screens.c +++ b/src/screens.c @@ -1957,6 +1957,7 @@ static struct TokenInfo setup_info_editor[] = #endif { TYPE_SWITCH, &setup.editor.el_boulderdash, "BoulderDash:" }, { TYPE_SWITCH, &setup.editor.el_emerald_mine, "Emerald Mine:" }, + { TYPE_SWITCH, &setup.editor.el_emerald_mine_club,"E.M. Club:" }, { TYPE_SWITCH, &setup.editor.el_more, "More:" }, { TYPE_SWITCH, &setup.editor.el_sokoban, "Sokoban:" }, { TYPE_SWITCH, &setup.editor.el_supaplex, "Supaplex:" }, @@ -2952,11 +2953,44 @@ void HandleGameActions() byte tape_action[MAX_PLAYERS]; int i; + if (level.native_em_level->lev->home == 0) /* all players at home */ + { + GameWon(); + + if (!TAPE_IS_STOPPED(tape)) + TapeStop(); + + if (game_status != GAME_MODE_PLAYING) + return; + } + + if (level.native_em_level->ply1->alive == 0 && + level.native_em_level->ply2->alive == 0) /* all dead */ + AllPlayersGone = TRUE; + + if (AllPlayersGone && !TAPE_IS_STOPPED(tape)) + TapeStop(); + + /* --- game actions --- */ + if (tape.pausing) + { + /* don't use 100% CPU while in pause mode -- this should better be solved + like in the R'n'D game engine! */ + + Delay(10); + return; + } recorded_player_action = (tape.playing ? TapePlayAction() : NULL); +#if 1 + /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */ + if (recorded_player_action == NULL && tape.pausing) + return; +#endif + for (i = 0; i < MAX_PLAYERS; i++) { summarized_player_action |= stored_player[i].action; @@ -2985,11 +3019,7 @@ void HandleGameActions() if (tape.recording) TapeRecordAction(tape_action); - if (em_main_handle_game(local_player->effective_action) != 0) - { - game_status = GAME_MODE_MAIN; - DrawMainMenu(); - } + GameActions_EM(local_player->effective_action); if (TimeFrames >= FRAMES_PER_SECOND) { @@ -3000,6 +3030,7 @@ void HandleGameActions() DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime); } + FrameCounter++; TimeFrames++; BackToFront();