rnd-20100224-1-src
[rocksndiamonds.git] / src / game_sp / init.c
index 5a234b3c8150953f63b859d1aa1f174707e8d3f5..8ac8804e9bea89880af855ede111cd0e09e5245b 100644 (file)
 #include "global.h"
 
 
+#if 0
 Bitmap *sp_objects;
 
+#endif
+
 Bitmap *screenBitmap;
 
+struct EngineSnapshotInfo_SP engine_snapshot_sp;
 
-static void BlitScreenToBitmap_SP__Stage_Blt()
+static void init_struct_functions()
 {
-  BlitScreenToBitmap_SP(window);
+  Stage.Blt           = &DDScrollBuffer_Blt;
+  Stage.ScrollTo      = &DDScrollBuffer_ScrollTo;
+  Stage.ScrollTowards = &DDScrollBuffer_ScrollTowards;
+  Stage.SoftScrollTo  = &DDScrollBuffer_SoftScrollTo;
+
+  // StretchedSprites.BltEx  = &DDSpriteBuffer_BltEx;
+  StretchedSprites.BltImg = &DDSpriteBuffer_BltImg;
+}
+
+static void init_global_values()
+{
+  menBorder.Checked = False;
+  menPanel.Checked = True;
+  menAutoScroll.Checked = True;
+
+  MainForm.picPane.Width  = picPane.Width  = SCR_FIELDX * TILEX;
+  MainForm.picPane.Height = picPane.Height = SCR_FIELDY * TILEY;
 }
 
 void sp_open_all()
 {
-#if 1
-  printf("::: sp_open_all ...\n");
-#endif
+  init_struct_functions();
+  init_global_values();
 
   Form_Load();
 
+#if 0
   SetBitmaps_SP(&sp_objects);
+#endif
 
+#if 0
+  /* too small for oversized levels, but too big for graphics performance */
+  /* (the whole playfield is drawn/updated, not only visible/scrolled area) */
+  /* !!! FIX THIS !!! */
+  screenBitmap = CreateBitmap(60 * TILEX, 24 * TILEY,
+                              DEFAULT_DEPTH);
+#else
   screenBitmap = CreateBitmap(MAX_BUF_XSIZE * TILEX, MAX_BUF_YSIZE * TILEY,
                               DEFAULT_DEPTH);
-
-  StretchedSprites.BltEx = &DDSpriteBuffer_BltEx;
+#endif
 
   DDSpriteBuffer_CreateFromFile("[NONE]", 16, 16);
+}
 
-  Stage.Blt = &BlitScreenToBitmap_SP__Stage_Blt;
+void sp_close_all()
+{
+}
+
+unsigned int InitEngineRandom_SP(long seed)
+{
+  if (seed == NEW_RANDOMIZE)
+  {
+#if 0
+  printf("::: init.c: InitEngineRandom_SP(): subRandomize()\n");
+#endif
 
-#if 1
-  printf("::: sp_open_all done\n");
+    subRandomize();
+
+    seed = (long)RandomSeed;
+  }
+
+  RandomSeed = (short)seed;
+
+#if 0
+  printf("::: init.c: InitEngineRandom_SP(): RandomSeed == %d\n", RandomSeed);
 #endif
+
+  return (unsigned int) seed;
 }
 
-void sp_close_all()
+
+/* ------------------------------------------------------------------------- */
+/* Supaplex game engine snapshot handling functions                          */
+/* ------------------------------------------------------------------------- */
+
+void SaveEngineSnapshotValues_SP()
 {
+  int i;
+
+  engine_snapshot_sp.game_sp = game_sp;
+
+  /* these arrays have playfield-size dependent variable size */
+
+  for (i = 0; i < FieldWidth * FieldHeight + HeaderSize; i++)
+    engine_snapshot_sp.PlayField16[i] = PlayField16[i];
+  for (i = 0; i < FieldWidth * FieldHeight + HeaderSize; i++)
+    engine_snapshot_sp.PlayField8[i] = PlayField8[i];
+  for (i = 0; i < FieldWidth * FieldHeight + HeaderSize; i++)
+    engine_snapshot_sp.DisPlayField[i] = DisPlayField[i];
+
+  for (i = 0; i < FieldWidth * (FieldHeight - 2); i++)
+    engine_snapshot_sp.AnimationPosTable[i] = AnimationPosTable[i];
+  for (i = 0; i < FieldWidth * (FieldHeight - 2); i++)
+    engine_snapshot_sp.AnimationSubTable[i] = AnimationSubTable[i];
+  for (i = 0; i < FieldWidth * FieldHeight + HeaderSize; i++)
+    engine_snapshot_sp.TerminalState[i] = TerminalState[i];
+
+  /* store special data into engine snapshot buffers */
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FieldWidth));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FieldHeight));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FieldMax));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(LevelMax));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FileMax));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimerVar));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RandomSeed));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TerminalMaxCycles));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(mScrollX));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(mScrollY));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(mScrollX_last));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(mScrollY_last));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenScrollXPos));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenScrollYPos));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(DisplayMinX));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(DisplayMinY));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(DisplayMaxX));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(DisplayMaxY));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(DisplayWidth));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(DisplayHeight));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(InfotronsNeeded));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(KillMurphyFlag));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MurphyMoveCounter));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MurphyExplodePos));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(SplitMoveFlag));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RedDiskReleaseMurphyPos));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MurphyPosIndex));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MurphyXPos));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MurphyYPos));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MurphyScreenXPos));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MurphyScreenYPos));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MurphyVarFaceLeft));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RedDiskCount));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RedDiskReleaseFlag));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovingPictureSequencePhase));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RedDiskReleasePhase));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScratchGravity));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GravityFlag));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(SnikSnaksElectronsFrozen));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(UpdateTimeFlag));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(UpdatedFlag));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(YellowDisksExploded));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(YawnSleepCounter));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(LeadOutCounter));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxElementLast));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxGraphicLast));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxGraphic));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollMinX));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollMinY));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollMaxX));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollMaxY));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollX));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollY));
+
+  SaveEngineSnapshotBuffer(&PlayField16[-game_sp.preceding_buffer_size],
+                          game_sp.preceding_buffer_size * sizeof(int));
+}
+
+void LoadEngineSnapshotValues_SP()
+{
+  int i;
+
+  /* stored engine snapshot buffers already restored at this point */
+
+  game_sp = engine_snapshot_sp.game_sp;
+
+  /* these arrays have playfield-size dependent variable size */
+
+  for (i = 0; i < FieldWidth * FieldHeight + HeaderSize; i++)
+    PlayField16[i] = engine_snapshot_sp.PlayField16[i];
+  for (i = 0; i < FieldWidth * FieldHeight + HeaderSize; i++)
+    PlayField8[i] = engine_snapshot_sp.PlayField8[i];
+  for (i = 0; i < FieldWidth * FieldHeight + HeaderSize; i++)
+    DisPlayField[i] = engine_snapshot_sp.DisPlayField[i];
+
+  for (i = 0; i < FieldWidth * (FieldHeight - 2); i++)
+    AnimationPosTable[i] = engine_snapshot_sp.AnimationPosTable[i];
+  for (i = 0; i < FieldWidth * (FieldHeight - 2); i++)
+    AnimationSubTable[i] = engine_snapshot_sp.AnimationSubTable[i];
+  for (i = 0; i < FieldWidth * FieldHeight + HeaderSize; i++)
+    TerminalState[i] = engine_snapshot_sp.TerminalState[i];
+
+  RedrawPlayfield_SP(TRUE);
 }