void subInitGameConditions()
{
- bCapturePane = False;
-
MurphyVarFaceLeft = 0;
KillMurphyFlag = 0; // no "kill Murphy"
ExitToMenuFlag = 0;
MurphyScreenYPos = GetStretchY(si); // Murphy's screen y-position
// To Do: draw Murphy in location ax
- StretchedSprites.BltImg(MurphyScreenXPos, MurphyScreenYPos, aniMurphy, 0);
+ DDSpriteBuffer_BltImg(MurphyScreenXPos, MurphyScreenYPos, aniMurphy, 0);
MurphyScreenXPos = MurphyScreenXPos / Stretch;
MurphyScreenYPos = MurphyScreenYPos / Stretch;
void subFetchAndInitLevelB()
{
- boolean UpdatePlayTime;
-
- data_scr_demo = 0;
- UpdatePlayTime = (0 == demo_stopped ? True : False);
- demo_stopped = 0;
-
- subFetchAndInitLevelA(UpdatePlayTime);
+ subFetchAndInitLevelA();
}
-void subFetchAndInitLevelA(boolean UpdatePlayTime)
+void subFetchAndInitLevelA()
{
- D_ModeFlag = 0; // 1=debug D pressed (CPU use)
- if (0 != demo_stopped) // 1=demo, 0=game
- DemoFlag = 1;
-
GameBusyFlag = 0; // restore scissors too
subFetchAndInitLevel(); // Fetch and initialize a level
GameBusyFlag = 1; // no free screen write
- if (1 <= demo_stopped)
- {
- if (1 == demo_stopped)
- {
- DemoFlag = 0; // 1=demo, 0=game
- demo_stopped = demo_stopped + 1;
- }
- else
- {
- DemoFlag = 0; // 1=demo, 0=game
- }
- }
-
DemoKeyCode = 0; // delete last demo key!
- if (DemoFlag != 0) // don't allow during game! only in Demo
- {
- DemoOffset = DemoPointer; // init demo pointer
- DemoKeyRepeatCounter = 1;
- subGetNextDemoKey(); // get next demo byte
- }
}
void subFetchAndInitLevel()
ReadLevel(); // Read LEVELS.DAT
- if (RecordDemoFlag == 1)
- RecDemoRandomSeed = RandomSeed;
-
GameBusyFlag = -GameBusyFlag; // make <>1
InfoCountInLevel = subConvertToEasySymbols(); // Convert to easy symbols
+
GameBusyFlag = -GameBusyFlag; // restore
subDisplayLevel(); // Paint (Init) game field