- // never any additional code between here!
-#if 0
- LastFrame = Clock.TickNow(); // store the frame time
-#endif
- // never any additional code between here!
- if (! NoDisplayFlag) // copy the BackBuffer(=Stage) to visible screen
- Stage.Blt();
-
- // FS end of synchronization
- // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- if (EndFlag)
- goto locExitMainGameLoop;
-
- // If DemoFlag = 0 Then Call subCheckJoystick ' check joystick
- // bx = subCheckRightMouseButton() ' check (right) mouse button
- // If bx = 2 And LeadOutCounter < 1 Then KillMurphyFlag = 1 ' lead-out busy after quit? -> kill Murphy!
-
- // If DebugVersionFlag <> 0 Then ' debug mode on?
- // If Data_SubRest <> 0 Then Data_SubRest = Data_SubRest - 1
- // If keyEnter <> 0 Then GoTo loc_g_186F ' Was it the Enter key? -> yes--skip! No mouse!
- // ' fixes ENTER bug If no mouse driver!
- // If bx <> 1 Then GoTo loc_g_186F ' Left button=Init game field
- // ' Also Enter If no mouse!
- // If Data_SubRest <> 0 Then GoTo loc_g_186F
- // Data_SubRest = 10
- // Call subRestoreFancy
- // Call subDisplayLevel ' Paint (Init) game field
- // Call subConvertToEasySymbols ' Convert to easy symbols
- // End If
-
- // loc_g_186F:
-
- subProcessKeyboardInput(); // Check keyboard, act on keys
-
- // 'HACK:
- // TimerVar = TimerVar + 1
- // DoEvents
- // GoTo loc_g_186F
- // 'END HACK
- // If RecordDemoFlag = 1 Then GoTo RestartGameLoop
-
- // ----------------------------------------------------------------------------
- //
-
-#if 0
- printf("::: >>>>>>>>>> MainGameLoop.c: subDoGameStuff() START\n");
-#endif
-
- subDoGameStuff(); // do all game stuff
-
-#if 0
- printf("::: <<<<<<<<<< MainGameLoop.c: subDoGameStuff() END\n");
-#endif
-
- //
- // ----------------------------------------------------------------------------
-
- // Call subDisplayPlayingTime ' playing time on screen
-
- subCheckRestoreRedDiskCountDisplay(); // Restore panel: red-disk hole
-
- subRedDiskReleaseExplosion(); // Red Disk release and explode
- subFollowUpExplosions(); // every explosion may cause up to 8 following explosions
-
- bx = subCalculateScreenScrollPos(); // calculate screen start addrs
-
- ScreenPosition = bx;
-
- // Now new X and new Y are calculated, and bx = screen position = ScreenPosition
- data_h_Ytmp = ScreenScrollYPos; // copy Y for next soft scroll
- data_h_Xtmp = ScreenScrollXPos; // copy X for next soft scroll
- if ((! UserDragFlag) && AutoScrollFlag)
- {
-#if 0
- printf("::: MainGameLoop.c: subMainGameLoop(): %d, %d\n", ScreenScrollXPos, ScreenScrollYPos);
-#endif
-
- ScrollTowards(ScreenScrollXPos, ScreenScrollYPos);
- }
-
- if (ForcedExitFlag != 0) // Forced Exit?' yes--exit!
- goto locExitMainGameLoop;
-
- TimerVar = TimerVar + 1;
-
-#if 0
- if (bCapturePane)
- MainForm.SaveSnapshot(TimerVar);
-#endif
-
- // If Not NoDisplayFlag Then
- // With MainForm.lblFrameCount
- // .Caption = TimerVar
- // .Refresh
- // End With
- // End If
- if (ExitToMenuFlag == 1)
- goto locExitMainGameLoop;
-
- if (LeadOutCounter == 0) // no lead-out: game busy
- goto locRepeatMainGameLoop;
-
- // ----------------------------------------------------------------------------
- // ---------------------- END OF GAME-BUSY LOOP -------------------------------
- // ----------------------------------------------------------------------------
- LeadOutCounter = LeadOutCounter - 1; // do more lead-out after quit
- if (LeadOutCounter != 0) // lead-out not ready: more
- goto locRepeatMainGameLoop;
-
- // lead-out done: exit now
- // ---------------------- END OF GAME-BUSY LOOP (including lead-out) ----------
-
-locExitMainGameLoop:
- do
- {
- DoEvents(); // user may klick on menus or move the window here ...
- }
-#if 1
- while (0);
-#else
- while (Clock.TickDiffUS(LastFrame) < DeltaT); // wait till its time for the next frame
-#endif
-
- Stage.Blt(); // blit the last frame
- GameLoopRunning = 0;
-
-#if 0
- MainForm.menStop_Click();
- MainForm.PanelVisible = True;
-#endif
-
- // If DemoRecordingFlag <> 0 Then Call subCloseDemoRecordingFile ' Demo recording on? -> close opened demo file (w)
- if (SavedGameFlag != 0) // after savegame: no update!
- {
- SavedGameFlag = 0;
- return subMainGameLoop;
- }
-
- SavedGameFlag = 0;
- if (UpdateTimeFlag == 0) // update time?
- return subMainGameLoop;
-
- if (UpdatedFlag == 0) // update playing time
- subUpdatePlayingTime();
-
-
- return subMainGameLoop;
-} // subMainGameLoop
-
-#endif
-
-void subUpdatePlayingTime()
-{
-}
-
-int subCalculateScreenScrollPos()
-{
- int subCalculateScreenScrollPos;
-
- int ax, Ay;
-