#include "main_em.h"
-unsigned long RandomEM;
+unsigned int RandomEM;
struct LEVEL lev;
struct PLAYER ply[MAX_PLAYERS];
game_initscreen();
game_animscreen();
-
-#if 0
- /* blit playfield from scroll buffer to normal back buffer for fading in */
- BlitScreenToBitmap_EM(backbuffer);
-#endif
}
void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
{
int i;
-
-#if 0
- static int foo = -1;
-
- if (action[0] == 0 && foo != 0)
- printf("KEY RELEASED @ %05d\n", FrameCounter);
-
- foo = action[0];
-#endif
-
-#if 0
-#if 1
- if (FrameCounter % 10 == 0)
-#endif
- printf("::: %05d: %lu, %d\n", FrameCounter, RandomEM, frame);
-#endif
-
- game_animscreen();
-
-#if 1
-#if 0
- SyncDisplay();
-#endif
-
- blitscreen();
-#endif
+ boolean player_is_dropping = FALSE;
RandomEM = RandomEM * 129 + 1;
if (!warp_mode) /* do not redraw values in warp mode */
DrawGameDoorValues_EM();
}
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (ply[i].joy_drop &&
+ ply[i].dynamite &&
+ ply[i].dynamite_cnt > 0 &&
+ ply[i].dynamite_cnt < 5)
+ player_is_dropping = TRUE;
+
+ CheckSingleStepMode_EM(action, frame, game_em.any_player_moving,
+ player_is_dropping);
+
+ game_animscreen();
+
+ blitscreen();
}
/* read input device for players */