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changed some texts in level editor
[rocksndiamonds.git]
/
src
/
game_sp
/
MainGameLoop.c
diff --git
a/src/game_sp/MainGameLoop.c
b/src/game_sp/MainGameLoop.c
index 61d5ed1c663414e456599b12037af2eb2a1805ec..39580a30f6ea5f81dbf22eccef16657f2850ca4c 100644
(file)
--- a/
src/game_sp/MainGameLoop.c
+++ b/
src/game_sp/MainGameLoop.c
@@
-16,7
+16,7
@@
boolean AutoScrollFlag;
// Play a game/demo
// ==========================================================================
// Play a game/demo
// ==========================================================================
-void subMainGameLoop_Init()
+void subMainGameLoop_Init(
void
)
{
// This was a bug in the original Supaplex: sometimes red disks could not
// be released. This happened if Murphy was killed DURING a red disk release
{
// This was a bug in the original Supaplex: sometimes red disks could not
// be released. This happened if Murphy was killed DURING a red disk release
@@
-25,7
+25,7
@@
void subMainGameLoop_Init()
RedDiskReleasePhase = 0; // (re-)enable red disk release
}
RedDiskReleasePhase = 0; // (re-)enable red disk release
}
-void subMainGameLoop_Main(byte action
, boolean warp_mode
)
+void subMainGameLoop_Main(byte action)
{
// ---------------------------------------------------------------------------
// --------------------- START OF GAME-BUSY LOOP -----------------------------
{
// ---------------------------------------------------------------------------
// --------------------- START OF GAME-BUSY LOOP -----------------------------
@@
-66,6
+66,10
@@
void subMainGameLoop_Main(byte action, boolean warp_mode)
// ---------------------- END OF GAME-BUSY LOOP ------------------------------
// ---------------------------------------------------------------------------
// ---------------------- END OF GAME-BUSY LOOP ------------------------------
// ---------------------------------------------------------------------------
+ // if the game is not won when reaching this point, then it is lost
+ if (!game_sp.level_solved)
+ game_sp.game_over = TRUE;
+
LeadOutCounter = LeadOutCounter - 1; // do more lead-out after quit
if (LeadOutCounter != 0) // lead-out not ready: more
LeadOutCounter = LeadOutCounter - 1; // do more lead-out after quit
if (LeadOutCounter != 0) // lead-out not ready: more
@@
-73,17
+77,13
@@
void subMainGameLoop_Main(byte action, boolean warp_mode)
// lead-out done: exit now
// ---------------------- END OF GAME-BUSY LOOP (including lead-out) ---------
// lead-out done: exit now
// ---------------------- END OF GAME-BUSY LOOP (including lead-out) ---------
-
- /* if the game is not won when reaching this point, then it is lost */
- if (!game_sp.LevelSolved)
- game_sp.GameOver = TRUE;
}
}
-void subCalculateScreenScrollPos()
+void subCalculateScreenScrollPos(
void
)
{
int jump_pos = TILEX / 2;
{
int jump_pos = TILEX / 2;
- /
* handle wrap-around */
+ /
/ handle wrap-around
if (MurphyScreenXPos < -jump_pos)
{
MurphyScreenXPos = FieldWidth * TILEX + MurphyScreenXPos;
if (MurphyScreenXPos < -jump_pos)
{
MurphyScreenXPos = FieldWidth * TILEX + MurphyScreenXPos;
@@
-99,7
+99,7
@@
void subCalculateScreenScrollPos()
{
subGetRandomNumber();
{
subGetRandomNumber();
- //
printf("::: ExplosionShake [%d]\n
", FrameCounter);
+ //
Debug("game:playing:SP", "ExplosionShake [%d]
", FrameCounter);
}
ScreenScrollXPos = MurphyScreenXPos - (SCR_FIELDX / 2) * TILESIZE;
}
ScreenScrollXPos = MurphyScreenXPos - (SCR_FIELDX / 2) * TILESIZE;