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fixed unexpected behaviour with solving levels with Sokoban elements
[rocksndiamonds.git]
/
src
/
game_sp
/
main.c
diff --git
a/src/game_sp/main.c
b/src/game_sp/main.c
index 4da92cd3286972936cdb5a7d8034a621c4f269c6..02eeea93507dcec10d11302a2b938890af7e1d79 100644
(file)
--- a/
src/game_sp/main.c
+++ b/
src/game_sp/main.c
@@
-12,7
+12,7
@@
int GfxGraphic[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
int GfxFrame[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
int GfxFrame[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
-void InitGameEngine_SP()
+void InitGameEngine_SP(
void
)
{
int x, y;
{
int x, y;
@@
-31,12
+31,10
@@
void InitGameEngine_SP()
game_sp.scroll_xoffset = (EVEN(SCR_FIELDX) ? TILEX / 2 : 0);
game_sp.scroll_yoffset = (EVEN(SCR_FIELDY) ? TILEY / 2 : 0);
game_sp.scroll_xoffset = (EVEN(SCR_FIELDX) ? TILEX / 2 : 0);
game_sp.scroll_yoffset = (EVEN(SCR_FIELDY) ? TILEY / 2 : 0);
-#if 1
if (native_sp_level.width <= SCR_FIELDX)
game_sp.scroll_xoffset = TILEX / 2;
if (native_sp_level.height <= SCR_FIELDY)
game_sp.scroll_yoffset = TILEY / 2;
if (native_sp_level.width <= SCR_FIELDX)
game_sp.scroll_xoffset = TILEX / 2;
if (native_sp_level.height <= SCR_FIELDY)
game_sp.scroll_yoffset = TILEY / 2;
-#endif
for (x = 0; x < SP_MAX_PLAYFIELD_WIDTH; x++)
{
for (x = 0; x < SP_MAX_PLAYFIELD_WIDTH; x++)
{
@@
-56,17
+54,19
@@
void InitGameEngine_SP()
void RedrawPlayfield_SP(boolean force_redraw)
{
void RedrawPlayfield_SP(boolean force_redraw)
{
+ // skip redrawing playfield in warp mode or when testing tapes with "autotest"
+ if (DrawingDeactivatedField())
+ return;
+
if (force_redraw)
RestorePlayfield();
UpdatePlayfield(force_redraw);
if (force_redraw)
RestorePlayfield();
UpdatePlayfield(force_redraw);
-
- BackToFront_SP();
}
}
-
void DrawGameDoorValues_SP(
)
+
static void UpdateGameDoorValues_SP(void
)
{
{
- game_sp.time_played = TimerVar /
setup.game_frame_delay
;
+ game_sp.time_played = TimerVar /
FRAMES_PER_SECOND
;
game_sp.infotrons_still_needed = InfotronsNeeded;
game_sp.red_disk_count = RedDiskCount;
game_sp.score = 0; // (currently no score in Supaplex engine)
game_sp.infotrons_still_needed = InfotronsNeeded;
game_sp.red_disk_count = RedDiskCount;
game_sp.score = 0; // (currently no score in Supaplex engine)
@@
-77,16
+77,27
@@
void GameActions_SP(byte action[MAX_PLAYERS], boolean warp_mode)
byte single_player_action = action[0];
int x, y;
byte single_player_action = action[0];
int x, y;
- UpdateEngineValues(mScrollX / TILEX, mScrollY / TILEY);
+ UpdateEngineValues(mScrollX / TILEX, mScrollY / TILEY,
+ MurphyScreenXPos / TILEX, MurphyScreenYPos / TILEY);
subMainGameLoop_Main(single_player_action, warp_mode);
RedrawPlayfield_SP(FALSE);
subMainGameLoop_Main(single_player_action, warp_mode);
RedrawPlayfield_SP(FALSE);
- if (!warp_mode) /* do not redraw values in warp mode */
- DrawGameDoorValues_SP();
+ UpdateGameDoorValues_SP();
+
+ CheckSingleStepMode_SP(PlayField16[MurphyPosIndex] == fiMurphy,
+ HighByte(PlayField16[MurphyPosIndex]) == 0x2A);
for (x = DisplayMinX; x <= DisplayMaxX; x++)
for (y = DisplayMinY; y <= DisplayMaxY; y++)
GfxFrame[x][y]++;
}
for (x = DisplayMinX; x <= DisplayMaxX; x++)
for (y = DisplayMinY; y <= DisplayMaxY; y++)
GfxFrame[x][y]++;
}
+
+int getRedDiskReleaseFlag_SP(void)
+{
+ // 0: when Murphy is moving (including the destination tile!)
+ // 1: when Murphy is not moving for at least one game frame
+
+ return RedDiskReleaseFlag;
+}