X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_sp%2FMainGameLoop.c;h=38f76fc7f6a1f7b760f5f1fd3a96ba4122f27171;hb=843029e7c2253a35aa1b4ac87241978808b9e6fc;hp=79f1ec9c6fbbffbe633f119e9ee2b52b946f2dd4;hpb=055b582fdcaeddfa6dbb240eb591ec61f37e21d3;p=rocksndiamonds.git diff --git a/src/game_sp/MainGameLoop.c b/src/game_sp/MainGameLoop.c index 79f1ec9c..38f76fc7 100644 --- a/src/game_sp/MainGameLoop.c +++ b/src/game_sp/MainGameLoop.c @@ -35,7 +35,7 @@ int subMainGameLoop_Init() if (DemoFlag != 0) { -#if 1 +#if 0 printf("::: playing demo ...\n"); #endif @@ -45,7 +45,7 @@ int subMainGameLoop_Init() } else // loc_g_1836: { -#if 1 +#if 0 printf("::: playing game ...\n"); #endif @@ -82,7 +82,7 @@ int subMainGameLoop_Init() return subMainGameLoop; } -int subMainGameLoop_Main() +int subMainGameLoop_Main(byte action, boolean warp_mode) { int subMainGameLoop; int bx; @@ -117,8 +117,15 @@ locRepeatMainGameLoop: // start repeating game loop 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 // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ @@ -155,7 +162,7 @@ locRepeatMainGameLoop: // start repeating game loop // loc_g_186F: - subProcessKeyboardInput(); // Check keyboard, act on keys + subProcessKeyboardInput(action); // Check keyboard, act on keys // 'HACK: // TimerVar = TimerVar + 1 @@ -236,9 +243,13 @@ locRepeatMainGameLoop: // start repeating game loop { // 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) @@ -257,6 +268,11 @@ locRepeatMainGameLoop: // start repeating game loop // ---------------------- 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; @@ -270,10 +286,23 @@ locRepeatMainGameLoop: // start repeating game loop locExitMainGameLoop: -#if 0 +#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; +#endif + + + do { DoEvents(); // user may klick on menus or move the window here ... @@ -306,10 +335,11 @@ locExitMainGameLoop: if (UpdatedFlag == 0) // update playing time subUpdatePlayingTime(); - return subMainGameLoop; } // subMainGameLoop +#if 0 + int subMainGameLoop() { int subMainGameLoop; @@ -539,6 +569,8 @@ locExitMainGameLoop: return subMainGameLoop; } // subMainGameLoop +#endif + void subUpdatePlayingTime() { } @@ -549,6 +581,21 @@ int subCalculateScreenScrollPos() 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();