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added grid to (not yet functional) setup screen to configure virtual buttons
[rocksndiamonds.git]
/
src
/
game_sp
/
main.c
diff --git
a/src/game_sp/main.c
b/src/game_sp/main.c
index 4486656ffd7864693ad47dec5923f471bb0c5d24..c7239cc80ed0371faa5ef8651877dd5bb75e2418 100644
(file)
--- a/
src/game_sp/main.c
+++ b/
src/game_sp/main.c
@@
-54,15
+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);
-
- BackToFront_SP();
}
}
-void
Draw
GameDoorValues_SP()
+void
Update
GameDoorValues_SP()
{
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;
@@
-75,14
+77,14
@@
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);
CheckSingleStepMode_SP(PlayField16[MurphyPosIndex] == fiMurphy,
HighByte(PlayField16[MurphyPosIndex]) == 0x2A);
@@
-94,5
+96,8
@@
void GameActions_SP(byte action[MAX_PLAYERS], boolean warp_mode)
int getRedDiskReleaseFlag_SP()
{
int getRedDiskReleaseFlag_SP()
{
+ /* 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;
}