added functions to get current player position for all game engines
[rocksndiamonds.git] / src / game_em / input.c
index cc703ba96cb4ab622f7bec3c2e7f7e5a1dd1b5f1..4028f19a553f692e9dc7a3541358f0ab24d27918 100644 (file)
@@ -6,7 +6,7 @@
 #include "main_em.h"
 
 
-unsigned long RandomEM;
+unsigned int RandomEM;
 
 struct LEVEL lev;
 struct PLAYER ply[MAX_PLAYERS];
@@ -63,43 +63,18 @@ void InitGameEngine_EM()
   prepare_em_level();
 
   game_initscreen();
-  game_animscreen();
 
-#if 0
-  /* blit playfield from scroll buffer to normal back buffer for fading in */
-  BlitScreenToBitmap_EM(backbuffer);
-#endif
+  RedrawPlayfield_EM(FALSE);
+}
+
+void UpdateGameDoorValues_EM()
+{
 }
 
 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 any_player_dropping = FALSE;
 
   RandomEM = RandomEM * 129 + 1;
 
@@ -108,7 +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)
   {
@@ -121,9 +96,20 @@ void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
     synchro_3();
     sound_play();
 
-    if (!warp_mode)            /* do not redraw values in warp mode */
-      DrawGameDoorValues_EM();
+    UpdateGameDoorValues_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)
+      any_player_dropping = TRUE;
+
+  CheckSingleStepMode_EM(action, frame, game_em.any_player_moving,
+                        game_em.any_player_snapping, any_player_dropping);
+
+  RedrawPlayfield_EM(FALSE);
 }
 
 /* read input device for players */