X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame_sp%2Fmain.c;h=2a79f6da6ae1566f9736d1c738948abc682c7c06;hp=4486656ffd7864693ad47dec5923f471bb0c5d24;hb=c40a5c6109e586ce4049ca0900e5fb9c9ac60fb7;hpb=3ff2e8a0b5c27b99a9920bdf5ed82bc41bf40181 diff --git a/src/game_sp/main.c b/src/game_sp/main.c index 4486656f..2a79f6da 100644 --- a/src/game_sp/main.c +++ b/src/game_sp/main.c @@ -12,14 +12,14 @@ int GfxGraphic[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT]; 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; @@ -54,15 +54,17 @@ void InitGameEngine_SP() 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 DrawGameDoorValues_SP() +static void UpdateGameDoorValues_SP(void) { game_sp.time_played = TimerVar / FRAMES_PER_SECOND; game_sp.infotrons_still_needed = InfotronsNeeded; @@ -75,14 +77,14 @@ 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); @@ -92,7 +94,10 @@ void GameActions_SP(byte action[MAX_PLAYERS], boolean 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; }