if (DemoFlag != 0)
{
-#if 1
+#if 0
printf("::: playing demo ...\n");
#endif
}
else // loc_g_1836:
{
-#if 1
+#if 0
printf("::: playing game ...\n");
#endif
return subMainGameLoop;
}
-int subMainGameLoop_Main()
+int subMainGameLoop_Main(byte action, boolean warp_mode)
{
int subMainGameLoop;
int bx;
LastFrame = Clock.TickNow(); // store the frame time
#endif
// never any additional code between here!
+
+
+
+#if 0
if (! NoDisplayFlag) // copy the BackBuffer(=Stage) to visible screen
Stage.Blt();
+#endif
+
+
// FS end of synchronization
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
// loc_g_186F:
- subProcessKeyboardInput(); // Check keyboard, act on keys
+ subProcessKeyboardInput(action); // Check keyboard, act on keys
// 'HACK:
// TimerVar = TimerVar + 1
#if 1
printf("::: locExitMainGameLoop reached [%d]\n", LeadOutCounter);
+ printf("::: [KillMurphyFlag == %d]\n", KillMurphyFlag);
#endif
-
+#if 1
+ /* if the game is not won when reaching this point, then it is lost */
+ if (!game_sp_info.LevelSolved)
+ game_sp_info.GameOver = TRUE;
+#endif
#if 1
return subMainGameLoop;
return subMainGameLoop;
} // subMainGameLoop
+#if 0
+
int subMainGameLoop()
{
int subMainGameLoop;
return subMainGameLoop;
} // subMainGameLoop
+#endif
+
void subUpdatePlayingTime()
{
}
int ax, Ay;
+#if 1
+ int jump_pos = TILEX / 2;
+
+ if (MurphyScreenXPos < -jump_pos)
+ {
+ MurphyScreenXPos = FieldWidth * TILEX + MurphyScreenXPos;
+ MurphyScreenYPos -= TILEY;
+ }
+ else if (MurphyScreenXPos >= FieldWidth * TILEX - jump_pos)
+ {
+ MurphyScreenXPos = MurphyScreenXPos - FieldWidth * TILEX;
+ MurphyScreenYPos += TILEY;
+ }
+#endif
+
if (ExplosionShake != 0)
{
subGetRandomNumber();