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fixed two bugs with broken sniksnak graphics in SP engine after warp mode
[rocksndiamonds.git]
/
src
/
game_sp
/
main.c
diff --git
a/src/game_sp/main.c
b/src/game_sp/main.c
index f9dcecc5b63d377473810d2a8611166c5b9bd0cd..c7239cc80ed0371faa5ef8651877dd5bb75e2418 100644
(file)
--- a/
src/game_sp/main.c
+++ b/
src/game_sp/main.c
@@
-54,6
+54,10
@@
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();
if (force_redraw)
RestorePlayfield();
@@
-73,7
+77,8
@@
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);
subMainGameLoop_Main(single_player_action, warp_mode);
@@
-91,5
+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;
}