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added optional button to restart game (door, panel and touch variants)
[rocksndiamonds.git]
/
src
/
game_sp
/
main.c
diff --git
a/src/game_sp/main.c
b/src/game_sp/main.c
index f9dcecc5b63d377473810d2a8611166c5b9bd0cd..206ae571c3486a118b19d48d8300dbd85545b04d 100644
(file)
--- a/
src/game_sp/main.c
+++ b/
src/game_sp/main.c
@@
-9,17
+9,17
@@
struct LevelInfo_SP native_sp_level;
int GfxElementLast[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
int GfxGraphicLast[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
int GfxGraphic[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
int GfxElementLast[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
int GfxGraphicLast[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
int GfxGraphic[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
-int GfxFrame[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
+int GfxFrame
SP
[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
-void InitGameEngine_SP()
+void InitGameEngine_SP(
void
)
{
int x, y;
gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
{
int x, y;
gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
- game_sp.
LevelS
olved = FALSE;
- game_sp.
GameO
ver = FALSE;
+ game_sp.
level_s
olved = FALSE;
+ game_sp.
game_o
ver = FALSE;
game_sp.time_played = 0;
game_sp.infotrons_still_needed = native_sp_level.header.InfotronsNeeded;
game_sp.time_played = 0;
game_sp.infotrons_still_needed = native_sp_level.header.InfotronsNeeded;
@@
-43,7
+43,7
@@
void InitGameEngine_SP()
GfxElementLast[x][y] = -1;
GfxGraphicLast[x][y] = -1;
GfxGraphic[x][y] = -1;
GfxElementLast[x][y] = -1;
GfxGraphicLast[x][y] = -1;
GfxGraphic[x][y] = -1;
- GfxFrame[x][y] = 0;
+ GfxFrame
SP
[x][y] = 0;
}
}
}
}
@@
-54,13
+54,17
@@
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);
}
-
void UpdateGameDoorValues_SP(
)
+
static void UpdateGameDoorValues_SP(void
)
{
game_sp.time_played = TimerVar / FRAMES_PER_SECOND;
game_sp.infotrons_still_needed = InfotronsNeeded;
{
game_sp.time_played = TimerVar / FRAMES_PER_SECOND;
game_sp.infotrons_still_needed = InfotronsNeeded;
@@
-68,14
+72,15
@@
void UpdateGameDoorValues_SP()
game_sp.score = 0; // (currently no score in Supaplex engine)
}
game_sp.score = 0; // (currently no score in Supaplex engine)
}
-void GameActions_SP(byte action[MAX_PLAYERS]
, boolean warp_mode
)
+void GameActions_SP(byte action[MAX_PLAYERS])
{
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
);
+ subMainGameLoop_Main(single_player_action);
RedrawPlayfield_SP(FALSE);
RedrawPlayfield_SP(FALSE);
@@
-86,10
+91,13
@@
void GameActions_SP(byte action[MAX_PLAYERS], boolean warp_mode)
for (x = DisplayMinX; x <= DisplayMaxX; x++)
for (y = DisplayMinY; y <= DisplayMaxY; y++)
for (x = DisplayMinX; x <= DisplayMaxX; x++)
for (y = DisplayMinY; y <= DisplayMaxY; y++)
- GfxFrame[x][y]++;
+ GfxFrame
SP
[x][y]++;
}
}
-int getRedDiskReleaseFlag_SP()
+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;
}
return RedDiskReleaseFlag;
}