added step-based engine snapshots to undo/redo game steps
[rocksndiamonds.git] / src / game_em / input.c
index 76932c54d25760d82cca3a4b38f79398d8ad4c2a..73d1c858362281896c2c42e496e791112f62cc18 100644 (file)
@@ -64,45 +64,16 @@ void InitGameEngine_EM()
 
   game_initscreen();
   game_animscreen();
+}
 
-#if 0
-  /* blit playfield from scroll buffer to normal back buffer for fading in */
-  BlitScreenToBitmap_EM(backbuffer);
-#endif
+void UpdateGameDoorValues_EM()
+{
 }
 
 void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
 {
   int i;
-  boolean player_is_dropping = FALSE;
-
-#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
-
-#if 0
-  game_animscreen();
-
-#if 1
-#if 0
-  SyncDisplay();
-#endif
-
-  blitscreen();
-#endif
-#endif
+  boolean any_player_dropping = FALSE;
 
   RandomEM = RandomEM * 129 + 1;
 
@@ -124,8 +95,7 @@ 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++)
@@ -133,22 +103,14 @@ 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_em.any_player_snapping, any_player_dropping);
 
-#if 1
   game_animscreen();
 
-#if 1
-#if 0
-  SyncDisplay();
-#endif
-
   blitscreen();
-#endif
-#endif
 }
 
 /* read input device for players */