6 struct GameInfo_SP game_sp;
7 struct LevelInfo_SP native_sp_level;
9 int GfxElementLast[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
10 int GfxGraphicLast[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
11 int GfxGraphic[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
12 int GfxFrame[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
15 void InitGameEngine_SP()
19 gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
21 game_sp.LevelSolved = FALSE;
22 game_sp.GameOver = FALSE;
24 game_sp.time_played = 0;
25 game_sp.infotrons_still_needed = native_sp_level.header.InfotronsNeeded;
26 game_sp.red_disk_count = 0;
29 menBorder = setup.sp_show_border_elements;
31 for (x = 0; x < SP_MAX_PLAYFIELD_WIDTH; x++)
33 for (y = 0; y < SP_MAX_PLAYFIELD_HEIGHT; y++)
35 GfxElementLast[x][y] = -1;
36 GfxGraphicLast[x][y] = -1;
37 GfxGraphic[x][y] = -1;
42 InitScrollPlayfield();
47 void RedrawPlayfield_SP(boolean force_redraw)
52 UpdatePlayfield(force_redraw);
57 void DrawGameDoorValues_SP()
59 game_sp.time_played = TimerVar / setup.game_frame_delay;
60 game_sp.infotrons_still_needed = InfotronsNeeded;
61 game_sp.red_disk_count = RedDiskCount;
62 game_sp.score = 0; // (currently no score in Supaplex engine)
65 void GameActions_SP(byte action[MAX_PLAYERS], boolean warp_mode)
67 byte single_player_action = action[0];
70 UpdateEngineValues(mScrollX / TILEX, mScrollY / TILEY);
72 subMainGameLoop_Main(single_player_action, warp_mode);
74 RedrawPlayfield_SP(FALSE);
76 if (!warp_mode) /* do not redraw values in warp mode */
77 DrawGameDoorValues_SP();
79 for (x = DisplayMinX; x <= DisplayMaxX; x++)
80 for (y = DisplayMinY; y <= DisplayMaxY; y++)