added functions to get current player position for all game engines
[rocksndiamonds.git] / src / game_em / input.c
index 7b3ae9214f65e38dc40f97ed3d925bd32a0d8ddd..4028f19a553f692e9dc7a3541358f0ab24d27918 100644 (file)
@@ -63,7 +63,8 @@ void InitGameEngine_EM()
   prepare_em_level();
 
   game_initscreen();
-  game_animscreen();
+
+  RedrawPlayfield_EM(FALSE);
 }
 
 void UpdateGameDoorValues_EM()
@@ -73,7 +74,7 @@ void UpdateGameDoorValues_EM()
 void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
 {
   int i;
-  boolean player_is_dropping = FALSE;
+  boolean any_player_dropping = FALSE;
 
   RandomEM = RandomEM * 129 + 1;
 
@@ -82,7 +83,7 @@ void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
   for (i = 0; i < MAX_PLAYERS; i++)
     readjoy(action[i], &ply[i]);
 
-  UpdateEngineValues(screen_x / TILEX, screen_y / TILEY);
+  UpdateEngineValues(screen_x / TILEX, screen_y / TILEY, ply[0].x, ply[0].y);
 
   if (frame == 7)
   {
@@ -103,14 +104,12 @@ void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
        ply[i].dynamite &&
        ply[i].dynamite_cnt > 0 &&
        ply[i].dynamite_cnt < 5)
-      player_is_dropping = TRUE;
+      any_player_dropping = TRUE;
 
   CheckSingleStepMode_EM(action, frame, game_em.any_player_moving,
-                        player_is_dropping);
-
-  game_animscreen();
+                        game_em.any_player_snapping, any_player_dropping);
 
-  blitscreen();
+  RedrawPlayfield_EM(FALSE);
 }
 
 /* read input device for players */