X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame_em%2Finput.c;h=b8e2e663b1f5f96df79356adc6dea8b8220ba33e;hp=76932c54d25760d82cca3a4b38f79398d8ad4c2a;hb=520916c89d7d96944bf3d66e3caa5afd840df74c;hpb=61c3da024802ecc0268bab42d7499fc0346e4fd3 diff --git a/src/game_em/input.c b/src/game_em/input.c index 76932c54..b8e2e663 100644 --- a/src/game_em/input.c +++ b/src/game_em/input.c @@ -63,46 +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; - 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; @@ -111,7 +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) { @@ -124,8 +96,7 @@ 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 +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); - -#if 1 - game_animscreen(); - -#if 1 -#if 0 - SyncDisplay(); -#endif + game_em.any_player_snapping, any_player_dropping); - blitscreen(); -#endif -#endif + RedrawPlayfield_EM(FALSE); } /* read input device for players */ @@ -158,6 +119,9 @@ void readjoy(byte action, struct PLAYER *ply) int north = 0, east = 0, south = 0, west = 0; int snap = 0, drop = 0; + if (game_em.use_single_button && action & (JOY_BUTTON_1 | JOY_BUTTON_2)) + action |= JOY_BUTTON_1 | JOY_BUTTON_2; + if (action & JOY_LEFT) west = 1; @@ -176,16 +140,27 @@ void readjoy(byte action, struct PLAYER *ply) if (action & JOY_BUTTON_2) drop = 1; - ply->joy_snap = snap; + /* always update drop action */ ply->joy_drop = drop; - if (ply->joy_stick || (north | east | south | west)) + if (ply->joy_stick || (north | east | south | west)) /* (no "| snap"!) */ { ply->joy_n = north; ply->joy_e = east; ply->joy_s = south; ply->joy_w = west; + + /* when storing last action, only update snap action with direction */ + /* (prevents clearing direction if snapping stopped before frame 7) */ + ply->joy_snap = snap; } + + /* if no direction was stored before, allow setting snap to current state */ + if (!ply->joy_n && + !ply->joy_e && + !ply->joy_s && + !ply->joy_w) + ply->joy_snap = snap; } void SaveEngineSnapshotValues_EM()