#include "global.h"
-struct GameInfo_SP game_sp_info;
+struct GameInfo_SP game_sp;
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()
{
- game_sp_info.LevelSolved = FALSE;
- game_sp_info.GameOver = FALSE;
+ int x, y;
-#if 0
- menPlay_Click();
-#else
- menPlayDemo_Click();
+ gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
+
+ 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 = setup.sp_show_border_elements;
+
+ game_sp.scroll_xoffset = (EVEN(SCR_FIELDX) ? TILEX / 2 : 0);
+ game_sp.scroll_yoffset = (EVEN(SCR_FIELDY) ? TILEY / 2 : 0);
+
+#if 1
+ if (native_sp_level.width <= SCR_FIELDX)
+ game_sp.scroll_xoffset = TILEX / 2;
+ if (native_sp_level.height <= SCR_FIELDY)
+ game_sp.scroll_yoffset = TILEY / 2;
#endif
+
+ 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();
+
+ menPlay_Click();
}
-void BlitScreenToBitmap_SP(Bitmap *target_bitmap)
+void RedrawPlayfield_SP(boolean force_redraw)
+{
+ if (force_redraw)
+ RestorePlayfield();
+
+ UpdatePlayfield(force_redraw);
+
+ BackToFront_SP();
+}
+
+void DrawGameDoorValues_SP()
{
- BlitBitmap(screenBitmap, target_bitmap, 15 * 32, 7 * 32,
- SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY);
+ 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;
+
+ UpdateEngineValues(mScrollX / TILEX, mScrollY / TILEY);
subMainGameLoop_Main(single_player_action, warp_mode);
-}
-void RedrawPlayfield_SP(boolean force_redraw)
-{
- subDisplayLevel();
+ 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]++;
}