X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_sp%2Fmain.c;h=299a63b509b71ba835b250ee2071cb1d00dfc143;hb=949580a3bafe5c8abd1fac99202411b65900b883;hp=a8d61e3ff7729f71309d57b5d319ae60afb71ec2;hpb=725f2361ad1932897edef8849a86d9ba7f65424f;p=rocksndiamonds.git diff --git a/src/game_sp/main.c b/src/game_sp/main.c index a8d61e3f..299a63b5 100644 --- a/src/game_sp/main.c +++ b/src/game_sp/main.c @@ -3,30 +3,122 @@ #include "global.h" -struct GameInfo_SP game_sp_info; +struct GameInfo_SP game_sp; struct LevelInfo_SP native_sp_level; + +int GfxElementLast[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT]; +int GfxGraphicLast[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT]; +int GfxGraphic[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT]; +int GfxFrame[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT]; + + void InitGameEngine_SP() { - game_sp_info.LevelSolved = FALSE; - game_sp_info.GameOver = FALSE; + int x, y; + + gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers) + + 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; + + for (x = 0; x < SP_MAX_PLAYFIELD_WIDTH; x++) + { + for (y = 0; y < SP_MAX_PLAYFIELD_HEIGHT; y++) + { + GfxElementLast[x][y] = -1; + GfxGraphicLast[x][y] = -1; + GfxGraphic[x][y] = -1; + GfxFrame[x][y] = 0; + } + } + + InitScrollPlayfield(); #if 0 + printf(":A: %d, %d [%d, %d]\n", + mScrollX, mScrollY, mScrollX_last, mScrollY_last); +#endif + +#if 1 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) { - 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(); + + 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]++; }