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rnd-20100218-1-src
[rocksndiamonds.git]
/
src
/
game_sp
/
main.c
diff --git
a/src/game_sp/main.c
b/src/game_sp/main.c
index 9f343318407a45100de8d4673dd1ed83b385143f..38e54a364c238537c3472fe3c576c6a60ee01722 100644
(file)
--- a/
src/game_sp/main.c
+++ b/
src/game_sp/main.c
@@
-6,32
+6,80
@@
struct GameInfo_SP game_sp_info;
struct LevelInfo_SP native_sp_level;
struct GameInfo_SP game_sp_info;
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()
{
void InitGameEngine_SP()
{
+ int x, y;
+
+ gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
+
game_sp_info.LevelSolved = FALSE;
game_sp_info.GameOver = FALSE;
game_sp_info.LevelSolved = FALSE;
game_sp_info.GameOver = FALSE;
+ 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
#if 0
+ printf(":A: %d, %d [%d, %d]\n",
+ mScrollX, mScrollY, mScrollX_last, mScrollY_last);
+#endif
+
+#if 1
menPlay_Click();
#else
menPlayDemo_Click();
#endif
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)
{
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();
+
+ UpdatePlayfield();
+
+ BackToFront_SP();
}
void GameActions_SP(byte action[MAX_PLAYERS], boolean warp_mode)
{
byte single_player_action = action[0];
}
void GameActions_SP(byte action[MAX_PLAYERS], boolean warp_mode)
{
byte single_player_action = action[0];
+ int x, y;
subMainGameLoop_Main(single_player_action, warp_mode);
subMainGameLoop_Main(single_player_action, warp_mode);
-}
-void RedrawPlayfield_SP(boolean force_redraw)
-{
- subDisplayLevel();
+ RedrawPlayfield_SP(FALSE);
+
+ for (x = DisplayMinX; x <= DisplayMaxX; x++)
+ for (y = DisplayMinY; y <= DisplayMaxY; y++)
+ GfxFrame[x][y]++;
}
}