added functions to get current player position for all game engines
[rocksndiamonds.git] / src / game_sp / main.c
index 4fe06feb1a44fa796b6b3dbc1dd21d9b9749db7e..92fc9120dcee90e756c0f12b3f20054e81dcc795 100644 (file)
@@ -31,12 +31,10 @@ void InitGameEngine_SP()
   game_sp.scroll_xoffset = (EVEN(SCR_FIELDX) ? TILEX / 2 : 0);
   game_sp.scroll_yoffset = (EVEN(SCR_FIELDY) ? TILEY / 2 : 0);
 
-#if 1
   if (native_sp_level.width <= SCR_FIELDX)
     game_sp.scroll_xoffset = TILEX / 2;
   if (native_sp_level.height <= SCR_FIELDY)
     game_sp.scroll_yoffset = TILEY / 2;
-#endif
 
   for (x = 0; x < SP_MAX_PLAYFIELD_WIDTH; x++)
   {
@@ -60,26 +58,14 @@ void RedrawPlayfield_SP(boolean force_redraw)
     RestorePlayfield();
 
   UpdatePlayfield(force_redraw);
-
-  BackToFront_SP();
 }
 
-void DrawGameDoorValues_SP()
+void UpdateGameDoorValues_SP()
 {
-#if 1
-  // game_sp.time_played = TimerVar / FRAMES_PER_SECOND_SP;
   game_sp.time_played = TimerVar / FRAMES_PER_SECOND;
-#else
-  game_sp.time_played = TimerVar * setup.game_frame_delay / 1000;
-#endif
   game_sp.infotrons_still_needed = InfotronsNeeded;
   game_sp.red_disk_count = RedDiskCount;
   game_sp.score = 0;           // (currently no score in Supaplex engine)
-
-#if 0
-  printf("::: %d, %d => %d\n",
-        TimerVar, setup.game_frame_delay, game_sp.time_played);
-#endif
 }
 
 void GameActions_SP(byte action[MAX_PLAYERS], boolean warp_mode)
@@ -87,14 +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);