int GfxFrame[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
-void InitGameEngine_SP()
+void InitGameEngine_SP(void)
{
int x, y;
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;
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);
-
- BackToFront_SP();
}
-void UpdateGameDoorValues_SP()
+static void UpdateGameDoorValues_SP(void)
{
game_sp.time_played = TimerVar / FRAMES_PER_SECOND;
game_sp.infotrons_still_needed = InfotronsNeeded;
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);
GfxFrame[x][y]++;
}
-int getRedDiskReleaseFlag_SP()
+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
+
return RedDiskReleaseFlag;
}