X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_sp%2Fmain.c;h=299a63b509b71ba835b250ee2071cb1d00dfc143;hb=949580a3bafe5c8abd1fac99202411b65900b883;hp=38e54a364c238537c3472fe3c576c6a60ee01722;hpb=f7b79b71faf7e5fbe38df38d26d1156f3ba2f0ce;p=rocksndiamonds.git diff --git a/src/game_sp/main.c b/src/game_sp/main.c index 38e54a36..299a63b5 100644 --- a/src/game_sp/main.c +++ b/src/game_sp/main.c @@ -3,7 +3,7 @@ #include "global.h" -struct GameInfo_SP game_sp_info; +struct GameInfo_SP game_sp; struct LevelInfo_SP native_sp_level; @@ -19,8 +19,13 @@ void InitGameEngine_SP() gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers) - game_sp_info.LevelSolved = FALSE; - game_sp_info.GameOver = FALSE; + game_sp.LevelSolved = FALSE; + game_sp.GameOver = FALSE; + + game_sp.time_played = 0; + game_sp.infotrons_still_needed = native_sp_level.header.InfotronsNeeded; + game_sp.red_disk_count = 0; + game_sp.score = 0; menBorder.Checked = setup.sp_show_border_elements; @@ -65,20 +70,54 @@ void RedrawPlayfield_SP(boolean force_redraw) { // subDisplayLevel(); - UpdatePlayfield(); + if (force_redraw) + RestorePlayfield(); + + UpdatePlayfield(force_redraw); BackToFront_SP(); } +void DrawGameDoorValues_SP() +{ +#if 1 + + game_sp.time_played = TimerVar / setup.game_frame_delay; + game_sp.infotrons_still_needed = InfotronsNeeded; + game_sp.red_disk_count = RedDiskCount; + game_sp.score = 0; // (currently no score in Supaplex engine) + +#else + + int infotrons_still_needed = InfotronsNeeded; + int red_disks = RedDiskCount; + int no_score_in_supaplex = 0; +#if 1 + int level_time_played = TimerVar / setup.game_frame_delay; +#else + int level_time_played = TimerVar / 35; /* !!! CHECK THIS !!! */ +#endif + int no_keys_in_supaplex = 0; + + DrawAllGameValues(infotrons_still_needed, red_disks, no_score_in_supaplex, + level_time_played, no_keys_in_supaplex); +#endif +} + void GameActions_SP(byte action[MAX_PLAYERS], boolean warp_mode) { byte single_player_action = action[0]; int x, y; + UpdateEngineValues(mScrollX / TILEX, mScrollY / TILEY); + subMainGameLoop_Main(single_player_action, warp_mode); RedrawPlayfield_SP(FALSE); + if (!warp_mode) /* do not redraw values in warp mode */ + DrawGameDoorValues_SP(); + for (x = DisplayMinX; x <= DisplayMaxX; x++) for (y = DisplayMinY; y <= DisplayMaxY; y++) GfxFrame[x][y]++;