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rnd-20100417-1-src
[rocksndiamonds.git]
/
src
/
game_sp
/
main.c
diff --git
a/src/game_sp/main.c
b/src/game_sp/main.c
index 1e874354a0e870e6fd2c96eb2db814cd557b2bb6..42f5f753a814de980dd2eb9f06a5060e8f1b329e 100644
(file)
--- a/
src/game_sp/main.c
+++ b/
src/game_sp/main.c
@@
-3,9
+3,12
@@
#include "global.h"
#include "global.h"
-struct GameInfo_SP game_sp
_info
;
+struct GameInfo_SP game_sp;
struct LevelInfo_SP native_sp_level;
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];
int GfxFrame[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
@@
-15,60
+18,65
@@
void InitGameEngine_SP()
gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
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;
- menBorder.Checked = setup.sp_show_border_elements;
+ 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 = setup.sp_show_border_elements;
for (x = 0; x < SP_MAX_PLAYFIELD_WIDTH; x++)
for (x = 0; x < SP_MAX_PLAYFIELD_WIDTH; x++)
+ {
for (y = 0; y < SP_MAX_PLAYFIELD_HEIGHT; y++)
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;
GfxFrame[x][y] = 0;
+ }
+ }
InitScrollPlayfield();
InitScrollPlayfield();
-#if 0
- printf(":A: %d, %d [%d, %d]\n",
- mScrollX, mScrollY, mScrollX_last, mScrollY_last);
-#endif
-
-#if 1
menPlay_Click();
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)
-{
- DDScrollBuffer_Blt_Ext(target_bitmap);
}
}
-#endif
void RedrawPlayfield_SP(boolean force_redraw)
{
void RedrawPlayfield_SP(boolean force_redraw)
{
- // subDisplayLevel();
+ if (force_redraw)
+ RestorePlayfield();
- UpdatePlayfield();
+ UpdatePlayfield(
force_redraw
);
BackToFront_SP();
}
BackToFront_SP();
}
+void DrawGameDoorValues_SP()
+{
+ 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)
+}
+
void GameActions_SP(byte action[MAX_PLAYERS], boolean warp_mode)
{
byte single_player_action = action[0];
int x, y;
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);
subMainGameLoop_Main(single_player_action, warp_mode);
RedrawPlayfield_SP(FALSE);
- for (x = 0; x < SP_MAX_PLAYFIELD_WIDTH; x++)
- for (y = 0; y < SP_MAX_PLAYFIELD_HEIGHT; y++)
+ 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]++;
}
GfxFrame[x][y]++;
}