projects
/
rocksndiamonds.git
/ blobdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
|
commitdiff
|
tree
raw
|
inline
| side by side
changed comments from old to new style (multiple-line comments)
[rocksndiamonds.git]
/
src
/
game_sp
/
DoGameStuff.c
diff --git
a/src/game_sp/DoGameStuff.c
b/src/game_sp/DoGameStuff.c
index 5575d11a603dbd5a775784034773001fd33f7632..fbea5551834612c87b0b0da70146a652ba7987c8 100644
(file)
--- a/
src/game_sp/DoGameStuff.c
+++ b/
src/game_sp/DoGameStuff.c
@@
-8,13
+8,8
@@
static void CallAnimation(int si, byte bl);
static boolean IsToBeAnimated(int bl);
static void CallAnimation(int si, byte bl);
static boolean IsToBeAnimated(int bl);
-#if 1
int AnimationPosTable[SP_MAX_PLAYFIELD_SIZE];
byte AnimationSubTable[SP_MAX_PLAYFIELD_SIZE];
int AnimationPosTable[SP_MAX_PLAYFIELD_SIZE];
byte AnimationSubTable[SP_MAX_PLAYFIELD_SIZE];
-#else
-int *AnimationPosTable;
-byte *AnimationSubTable;
-#endif
// ==========================================================================
// ==========================================================================
@@
-22,12
+17,16
@@
byte *AnimationSubTable;
// Do game stuff
// ==========================================================================
// Do game stuff
// ==========================================================================
-void subDoGameStuff()
+void subDoGameStuff(
void
)
{
int si, cx, dx, bl;
{
int si, cx, dx, bl;
+ int InfotronsNeeded_last = InfotronsNeeded;
subAnimateMurphy(&MurphyPosIndex); // move Murphy in any direction
subAnimateMurphy(&MurphyPosIndex); // move Murphy in any direction
+ if (InfotronsNeeded != InfotronsNeeded_last)
+ game.snapshot.collected_item = TRUE;
+
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// Build a database of locations and subs-to-call of animatable fields only:
// Make a snapshot from the field before the animation cycle starts.
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// Build a database of locations and subs-to-call of animatable fields only:
// Make a snapshot from the field before the animation cycle starts.
@@
-75,20
+74,11
@@
void subDoGameStuff()
!game_sp.LevelSolved &&
!game_sp.GameOver)
{
!game_sp.LevelSolved &&
!game_sp.GameOver)
{
-#if 0
- printf("::: DoGameStuff.c: killing murphy [%d] ...\n", KillMurphyFlag);
-#endif
-
KillMurphyFlag = 0; // no more "kill Murphy"
ExplodeFieldSP(MurphyExplodePos); // Explode
LeadOutCounter = 0x40; // quit: start lead-out
KillMurphyFlag = 0; // no more "kill Murphy"
ExplodeFieldSP(MurphyExplodePos); // Explode
LeadOutCounter = 0x40; // quit: start lead-out
-#if 0
- printf("::: DoGameStuff.c: !!!!!!!!!! GAME OVER !!!!!!!!!!\n");
- printf("::: [KillMurphyFlag == %d]\n", KillMurphyFlag);
-#endif
-
- /* give Murphy some more time (LeadOutCounter) to reach the exit */
+ // give Murphy some more time (LeadOutCounter) to reach the exit
}
} // loc_g_22FB:
}
}
} // loc_g_22FB:
}