added functions to get current player position for all game engines
[rocksndiamonds.git] / src / game_sp / main.c
index 4486656ffd7864693ad47dec5923f471bb0c5d24..92fc9120dcee90e756c0f12b3f20054e81dcc795 100644 (file)
@@ -58,11 +58,9 @@ void RedrawPlayfield_SP(boolean force_redraw)
     RestorePlayfield();
 
   UpdatePlayfield(force_redraw);
-
-  BackToFront_SP();
 }
 
-void DrawGameDoorValues_SP()
+void UpdateGameDoorValues_SP()
 {
   game_sp.time_played = TimerVar / FRAMES_PER_SECOND;
   game_sp.infotrons_still_needed = InfotronsNeeded;
@@ -75,14 +73,14 @@ void GameActions_SP(byte action[MAX_PLAYERS], boolean warp_mode)
   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);
 
   RedrawPlayfield_SP(FALSE);
 
-  if (!warp_mode)              /* do not redraw values in warp mode */
-    DrawGameDoorValues_SP();
+  UpdateGameDoorValues_SP();
 
   CheckSingleStepMode_SP(PlayField16[MurphyPosIndex] == fiMurphy,
                         HighByte(PlayField16[MurphyPosIndex]) == 0x2A);