return subMainGameLoop;
}
-int subMainGameLoop_Main()
+int subMainGameLoop_Main(byte action, boolean warp_mode)
{
int subMainGameLoop;
int bx;
// --------------------- START OF GAME-BUSY LOOP ------------------------------
// ----------------------------------------------------------------------------
+#if 0
locRepeatMainGameLoop: // start repeating game loop
+#endif
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
// FS synchronization
// FS end of synchronization
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+#if 1
if (EndFlag)
+ {
+ // (should never happen)
+
+ // printf("::: EndFlag == True\n");
+
goto locExitMainGameLoop;
+ }
+#else
+ if (EndFlag)
+ goto locExitMainGameLoop;
+#endif
// If DemoFlag = 0 Then Call subCheckJoystick ' check joystick
// bx = subCheckRightMouseButton() ' check (right) mouse button
// loc_g_186F:
- subProcessKeyboardInput(); // Check keyboard, act on keys
+ subProcessKeyboardInput(action); // Check keyboard, act on keys
// 'HACK:
// TimerVar = TimerVar + 1
ScrollTowards(ScreenScrollXPos, ScreenScrollYPos);
}
+#if 1
+ if (ForcedExitFlag != 0) // Forced Exit?' yes--exit!
+ {
+ // (should never happen)
+
+ // printf("::: ForcedExitFlag == True\n");
+
+ goto locExitMainGameLoop;
+ }
+#else
if (ForcedExitFlag != 0) // Forced Exit?' yes--exit!
goto locExitMainGameLoop;
+#endif
TimerVar = TimerVar + 1;
// End With
// End If
+#if 1
+ if (ExitToMenuFlag == 1)
+ {
+ // happens when demo ends or when Murphy enters exit (to be checked)
+
+#if 0
+ printf("::: ExitToMenuFlag == True\n");
+#endif
+
+#if 0
+ goto locExitMainGameLoop;
+#endif
+ }
+#else
if (ExitToMenuFlag == 1)
goto locExitMainGameLoop;
+#endif
#if 1
if (LeadOutCounter == 0) // no lead-out: game busy
// ---------------------- END OF GAME-BUSY LOOP -------------------------------
// ----------------------------------------------------------------------------
LeadOutCounter = LeadOutCounter - 1; // do more lead-out after quit
+
+#if 0
+ printf("::: LeadOutCounter == %d\n", LeadOutCounter);
+#endif
+
+#if 1
+ if (LeadOutCounter != 0) // lead-out not ready: more
+ return subMainGameLoop;
+#else
if (LeadOutCounter != 0) // lead-out not ready: more
goto locRepeatMainGameLoop;
+#endif
// lead-out done: exit now
// ---------------------- END OF GAME-BUSY LOOP (including lead-out) ----------
locExitMainGameLoop:
+
+#if 1
+ printf("::: locExitMainGameLoop reached [%d]\n", LeadOutCounter);
+#endif
+
+
+
+#if 1
+ return subMainGameLoop;
+#endif
+
+
+
do
{
DoEvents(); // user may klick on menus or move the window here ...
if (UpdatedFlag == 0) // update playing time
subUpdatePlayingTime();
-
return subMainGameLoop;
} // subMainGameLoop
+#if 0
+
int subMainGameLoop()
{
int subMainGameLoop;
return subMainGameLoop;
} // subMainGameLoop
+#endif
+
void subUpdatePlayingTime()
{
}