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rnd-20100207-2-src
[rocksndiamonds.git]
/
src
/
game_sp
/
main.c
diff --git
a/src/game_sp/main.c
b/src/game_sp/main.c
index a8d61e3ff7729f71309d57b5d319ae60afb71ec2..6282d507ddd31a7cf2dccbf3a098316b104f0317 100644
(file)
--- a/
src/game_sp/main.c
+++ b/
src/game_sp/main.c
@@
-6,27
+6,67
@@
struct GameInfo_SP game_sp_info;
struct LevelInfo_SP native_sp_level;
struct GameInfo_SP game_sp_info;
struct LevelInfo_SP native_sp_level;
+int GfxFrame[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
+
+
void InitGameEngine_SP()
{
void InitGameEngine_SP()
{
+ int x, y;
+
game_sp_info.LevelSolved = FALSE;
game_sp_info.GameOver = FALSE;
game_sp_info.LevelSolved = FALSE;
game_sp_info.GameOver = FALSE;
+ menBorder.Checked = setup.sp_show_border_elements;
+
+ for (x = 0; x < SP_MAX_PLAYFIELD_WIDTH; x++)
+ for (y = 0; y < SP_MAX_PLAYFIELD_HEIGHT; y++)
+ GfxFrame[x][y] = 0;
+
+ InitScrollPlayfield();
+
#if 0
#if 0
+ printf(":A: %d, %d [%d, %d]\n",
+ mScrollX, mScrollY, mScrollX_last, mScrollY_last);
+#endif
+
+#if 1
menPlay_Click();
#else
menPlayDemo_Click();
#endif
menPlay_Click();
#else
menPlayDemo_Click();
#endif
+
+#if 0
+ printf(":B: %d, %d [%d, %d]\n",
+ mScrollX, mScrollY, mScrollX_last, mScrollY_last);
+#endif
}
}
+#if 0
void BlitScreenToBitmap_SP(Bitmap *target_bitmap)
{
void BlitScreenToBitmap_SP(Bitmap *target_bitmap)
{
- BlitBitmap(screenBitmap, target_bitmap, 15 * 32, 7 * 32,
- SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY);
+ DDScrollBuffer_Blt_Ext(target_bitmap);
+}
+#endif
+
+void RedrawPlayfield_SP(boolean force_redraw)
+{
+ // subDisplayLevel();
+
+ UpdatePlayfield();
+
+ BackToFront_SP();
}
void GameActions_SP(byte action[MAX_PLAYERS], boolean warp_mode)
{
byte single_player_action = action[0];
}
void GameActions_SP(byte action[MAX_PLAYERS], boolean warp_mode)
{
byte single_player_action = action[0];
+ int x, y;
subMainGameLoop_Main(single_player_action, warp_mode);
subMainGameLoop_Main(single_player_action, warp_mode);
+
+ RedrawPlayfield_SP(FALSE);
+
+ for (x = 0; x < SP_MAX_PLAYFIELD_WIDTH; x++)
+ for (y = 0; y < SP_MAX_PLAYFIELD_HEIGHT; y++)
+ GfxFrame[x][y]++;
}
}