rnd-20100313-1-src
[rocksndiamonds.git] / src / game_sp / main.c
index 38e54a364c238537c3472fe3c576c6a60ee01722..299a63b509b71ba835b250ee2071cb1d00dfc143 100644 (file)
@@ -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]++;