{
int action_bd = map_action_RND_to_BD(action_rnd[0]);
- player_move = (action_bd & GD_REPLAY_MOVE_MASK);
- fire = (action_bd & GD_REPLAY_FIRE_MASK) != 0;
+ player_move = ((action_bd & GD_REPLAY_MOVE_MASK));
+ fire = ((action_bd & GD_REPLAY_FIRE_MASK) != 0);
}
}
void play_game_func(GdGame *game, int action)
{
GdGameState state;
- boolean move_up = ((action & JOY_UP) != 0);
- boolean move_down = ((action & JOY_DOWN) != 0);
- boolean move_left = ((action & JOY_LEFT) != 0);
- boolean move_right = ((action & JOY_RIGHT) != 0);
- boolean fire = ((action & (JOY_BUTTON_1 | JOY_BUTTON_2)) != 0);
+ boolean move_up = ((action & JOY_UP) != 0);
+ boolean move_down = ((action & JOY_DOWN) != 0);
+ boolean move_left = ((action & JOY_LEFT) != 0);
+ boolean move_right = ((action & JOY_RIGHT) != 0);
+ boolean fire = ((action & (JOY_BUTTON_1 | JOY_BUTTON_2)) != 0);
if (game->player_move_stick || move_up || move_down || move_left || move_right) // no "fire"!
{
action & JOY_DOWN,
action & JOY_LEFT,
action & JOY_RIGHT);
- boolean player_fire = (action & (JOY_BUTTON_1 | JOY_BUTTON_2));
+ boolean player_fire = (action & (JOY_BUTTON_1 | JOY_BUTTON_2));
return (player_move | (player_fire ? GD_REPLAY_FIRE_MASK : 0));
}
int map_action_BD_to_RND(int action)
{
- GdDirection player_move = action & GD_REPLAY_MOVE_MASK;
- boolean player_fire = action & GD_REPLAY_FIRE_MASK;
+ GdDirection player_move = action & GD_REPLAY_MOVE_MASK;
+ boolean player_fire = action & GD_REPLAY_FIRE_MASK;
int action_move = (player_move == GD_MV_UP ? JOY_UP :
player_move == GD_MV_UP_RIGHT ? JOY_UP | JOY_RIGHT :
player_move == GD_MV_DOWN_LEFT ? JOY_DOWN | JOY_LEFT :
player_move == GD_MV_LEFT ? JOY_LEFT :
player_move == GD_MV_UP_LEFT ? JOY_UP | JOY_LEFT : JOY_NO_ACTION);
- int action_fire = (player_fire ? JOY_BUTTON_1 : JOY_NO_ACTION);
+ int action_fire = (player_fire ? JOY_BUTTON_1 : JOY_NO_ACTION);
return (action_move | action_fire);
}