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 GfxFrameSP[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
void InitGameEngine_SP(void)
gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
- game_sp.LevelSolved = FALSE;
- game_sp.GameOver = FALSE;
+ game_sp.level_solved = FALSE;
+ game_sp.game_over = FALSE;
game_sp.time_played = 0;
game_sp.infotrons_still_needed = native_sp_level.header.InfotronsNeeded;
GfxElementLast[x][y] = -1;
GfxGraphicLast[x][y] = -1;
GfxGraphic[x][y] = -1;
- GfxFrame[x][y] = 0;
+ GfxFrameSP[x][y] = 0;
}
}
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;
UpdateEngineValues(mScrollX / TILEX, mScrollY / TILEY,
MurphyScreenXPos / TILEX, MurphyScreenYPos / TILEY);
- subMainGameLoop_Main(single_player_action, warp_mode);
+ subMainGameLoop_Main(single_player_action);
RedrawPlayfield_SP(FALSE);
for (x = DisplayMinX; x <= DisplayMaxX; x++)
for (y = DisplayMinY; y <= DisplayMaxY; y++)
- GfxFrame[x][y]++;
+ GfxFrameSP[x][y]++;
}
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 */
+ // 0: when Murphy is moving (including the destination tile!)
+ // 1: when Murphy is not moving for at least one game frame
return RedDiskReleaseFlag;
}